Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on February 27, 2017, 03:44:11 PM

Title: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Tartiflette on February 27, 2017, 03:44:11 PM
(http://i.imgur.com/3F2EkQB.jpg)


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


     


(http://i.imgur.com/c2wbx3N.png)
Download (https://www.patreon.com/posts/outer-rim-0-76912647)
NexusMods mirror (https://www.nexusmods.com/starsector/mods/16)

Add-on skin mods link (https://www.patreon.com/posts/61841796)

Earliest compatible version: 0.92

Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


Having problems running mods?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931.0)!

     
https://youtu.be/Kwdl-jQkyTs
     



(https://i.imgur.com/8gFduzj.png)

The Outer Rim Alliance pledge


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

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


Gameplay

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

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



(https://i.imgur.com/8UVxC6A.png) (https://www.patreon.com/posts/outer-rim-skin-43498179)

Customize your fleet using one of those alternative skin pack mods. (https://www.patreon.com/posts/outer-rim-skin-43498179) Only activate one in the launcher along with the main mod, you can swap them as often as you want without issue. You can also easily make your own skins using these resources. (https://imgur.com/a/D48Th9m)

Alternate skins gallery
(https://i.imgur.com/XzdZxvxl.jpg) (https://i.imgur.com/XzdZxvx.jpg)   (https://i.imgur.com/zJcgioIl.jpg) (https://i.imgur.com/zJcgioI.jpg)

(https://i.imgur.com/p7NpqkVl.jpg) (https://i.imgur.com/p7NpqkV.jpg)   (https://i.imgur.com/popgqtDl.jpg) (https://i.imgur.com/popgqtD.jpg.jpg)

(https://i.imgur.com/UkjYJqVl.jpg) (https://i.imgur.com/UkjYJqV.jpg.jpg)   (https://i.imgur.com/JFxnRbTl.jpg) (https://i.imgur.com/JFxnRbT.jpg)
[close]



O.R.A. showcase


Spoiler
(http://i.imgur.com/LjFaAt2.jpg)
(http://i.imgur.com/OIHjUAg.jpg)
(http://i.imgur.com/vk8QZUN.jpg)
(http://i.imgur.com/nLOLPEm.jpg)
(http://imgur.com/eyHs7gX.gif)
[close]


Recent changelogs:

0.95

BALANCING:

 - All ships with maneuvering systems now have reduced base acceleration.

 - Sempiternal Repeater: Range increased to 700su from 600.

BUGFIXES/IMPROVEMENTS:

 - Eschewal Projector / Invocation Launcher:
   . Fixed a typo that made the slowing effect much more pronounced that it should have,
   . Added a multiplier that increase the effect with skills and systems that increase Energy weapon damage.
 - Prayer Sender missiles are now much smaller, more in line with their damage potential.
 - Fixed an error with the Xeno-Warfare Design hullmod that always gave the max debuff for asymmetric loadouts.
 - The Xeno-Warfare Design hullmod now displays the current engine debuff when using an asymmetric loadout.

0.94

NEW CONTENT:

 - New star system ambience musics courtesy of Mesotronik.

BALANCING:

 - Attitude Jets system:
   . Duration reduced to 3s from 4, added a 2s charge-down,
   . Speed boost increased to 100 from 50, but only applies during the fully active time,
   . turn rate boost applies during the entire charge-up + active + charge-down duration.

 - Ships:
   . Many sideways energy turrets are now synergy,
   . Many spinal synergy turrets are now energy.
 > Ships have more missile-capable mounts overall.
 > Given that having projectile weapons in spinal mounts is important to make the AI broadside properly, this should eliminate pitfalls new users fall into.
   . All broadsider ships' Omni shields now have variable arcs, they get wider when pointed to the side and narrower to the front to catch fewer unnecessary shots.

 - Harmony destroyer:
   . System switched to Plasma Jets from Plasma Burn.

 - Grace destroyer:
   . Speed increased to 90 from 70.
   . Deployment/Maintenance cost increased to 13 supplies from 11.

 - Communion carrier:
   . Speed increased to 50 from 35.

 - Beatitude cruiser:
   . Speed increased to 65 from 50.

 - Elevation cruiser:
   . Speed increased to 75 from 65.

 - Revelation cruiser:
   . Shield changed to a Front bubble, from a 300 degrees Omni.
   . Now has built-in Accelerated Shields.

 - Discernment super-carrier:
   . System switched to Coordinated Engagement (+30CR to nearby ships) from Acausal Disruptor,
   . Deployment/Maintenance cost increased to 60 supplies from 50.

 - Choir Emitter:
   . Damage per shot increased to 25 from 10 (125 dps from 50)
   . EMP per shot increased to 80 from 40 (400 dps from 200)
 > This won't change much it's efficiency against missiles since most of the effect is scripted, but it might make it better than soaked porridge vs fighters.

 - Recital Deliverer:
   . Base fire-rate increased to 240 rpm from 120. Maximum fire-rate unchanged.

 - Litany Thrower:
   . Proj speed increased to 400 from 300.
   . Fires in bursts of 3 instead of having 6 ammo with regen.
 > Might be worse in player hands, but should work a lot better with the AI.

 - Eschewal Projector:
   . Now has a constant turn rate while firing or not.
   . Proj speed increased to 450 from 400.

 - Echoes Caster:
   . No longer affects friendly missiles.
 > Kind of necessary now with all the new missile mounts.

 - Calling Scatterer:
   . Proj speed increased to 350 from 300.

 - Incantation Horn:
   . Proj speed increased to 300 from 225.

BUGFIXES/IMPROVEMENTS:

 - Xeno-warfare hullmod is now displayed to the top of all built-in hullmods

0.93

BALANCING:

 - Recital Deliverer:
   . Damage per shot decreased to 45 Energy damage from 60, flux reduced accordingly.
   . Rate of fire increases more rapidly to reach its full potential in 10 shots from 20. (4.5s of sustained fire from 5.6s)
   . Stat-card clarified.

 - Litany Thrower:
   . Burst firepower lowered to 600dps from 750.
   . Sustained firepower raised to 150dps from 75.

 - Eschewal Projector:
   . Range increased to 900 from 850.
   . Now fires in bursts of two shots.
   . Speed dampening effect now fixed to 25% from 0/20/40/60/80% depending on target size. (similar to cruiser effect if both projectiles connect)

 - Incantation Horn:
   . Range increased to 1000 from 900.
   . Firerate increased to 20 rpm from 17.

 - Sempiternal Repeater: Turn rate increased by 50% but added tag to not benefit from the idle turn boost.

 - Echoes Caster: Turn rate increased by 100% but added tag to not benefit from the idle turn boost.

 - Fervor-wing gunship:
   . Now only has a single Recital Repeater on a 360deg turret instead of two in 180deg turrets.
   . The fighters will now try to maintain some range off of their target's PD weapons instead of rushing in.

 - Communion-class carrier: System changed to Active flares from Long Range Fighters.

 - Felicity-class carrier: System changed to Sensor Drones from Entropy Amplifier.

 - Discernment-class carrier: System changed to Quantum Disruptor from Interdictor Array.

 - Attitude Jets system: Increased the speed boost to 50 from 25.

 - Commisioned Crew:
   . Removed the drawback of Alliance Conservation Methods.
   . Effect is now -15% or -4 supplies per month (whichever is smaller) instead of -25% or -2.

BUGFIXES/IMPROVEMENTS:

 - Fixed ORA system spawning in Nexerelin random mode.
 - Calling Scatterer no longer uses its secondary PD function while phased.
 - Added the new Fury-class to ORA's spawn tables.
 - System's blue giant stars are now proper blue giants.
 - Solid State Capacitor system description adjusted to better reflect the effect.
 - Externalized a couple of strings that were missing.
 - Added missing fighter weapons descriptions.


0.92

Barebone 0.95a compatibility update

0.91

NEW CONTENT:
 - Added Incantation Horn large artillery:
   . 900 range energy weapon that packs a massive punch,
   . Abysmal fire-rate,
   . Laughable projectile speed,
   . Storm-trooper level of accuracy.

BALANCING:
 - Sanctuary-class destroyer:
   . Flux capacity reduced to 6000 from 6500,
   . Flux dissipation reduced to 300 from 350,
   . Supplies/month - supplies/deploy raised to 11 from 10.
 - Litany Thrower flux efficiency improved to 1.0 f/dmg from 1.2.
 - Harmony-class destroyer:
   . Mount types shuffled around,
   . OPs raised to 110 from 100.

BUGFIXES/IMPROVEMENTS:
 - FINALLY fixed the weapon availability issue in ORA markets.
 - Valis' binary star now properly show up in the planet list.
 - Fixed Bliss-class frigate miss-aligned mounts.
 - Fixed Discernment-class carrier weapon render order.

0.90 pre tournament version

NEW CONTENT:
 - New interaction music courtesy of Mesotronik.
 - Many new skin packs available as stand-alone downloads.

BALANCING:
 - Sempiternal Repeater chargeup shortened to 0.5s from 1.2.
 - Awareness fighter speed increased to 130 from 120.
 - Fervor fighter speed increased to 140 from 130.

BUGFIXES/IMPROVEMENTS:
 - Elevation-class' troublesome COMBAT CARRIER tags removed.
 - Eschewal (slow) is now a medium fighter weapon (no longer affected by the built-in IPDAI).
 - Fixed some outdated weapon stat cards information.
 - Solid State Capacitors system now has a proper custom AI and is no longer tied to shields.
 - Fixed Harmony-class' miss-placed ship center.

0.89 post tournament patch

Added support for Industrial Evolution

NEW CONTENT:
 - Awareness-wing:
   . Assault bomber.
   . 2 crafts per wing.
   . Launches 5 Calling shots each, for 5x500 Energy damage.

BALANCING:
 - Choir emitter no longer creates EMP arcs on hits, firerate and raw EMP damage slightly increased.
 - Fervor-wing gunship:
   . Choir emitters replaced with Recital Deliverers + IPDAI.
   . Litany Thrower replaced with Eschewal Projector (half firerate)
 - Enlightenment-class deployment/maintenance costs raised to 55 from 45.
 - Invocation Launcher:
   . Tracking weakened.
   . Shockwave propagates to the front of the projectile instead of directly toward the target.
 - Allure bomber wing:
   . OP cost raised to 30 from 25.
   . Bomb payload doubled.
 - Ascension-class frigate:
   . System is now a proximity-based time dilation, has a higher ceiling but scale more linearly with the number of enemies in range.
   . Weapon arcs and types tweaked.
   . OP reduced to 50 from 55.
   . Deployment cost increased to 12 from 8.
 - Commissioned Crew hullmod now reduces the maintenance cost by 25% from 10, but is capped at 2 supplies per month per ship.

BUGFIXES/IMPROVEMENTS:
 - ORA markets should provide a lot more of their weapons and fighters.
 - All normal maps have been redone, some maps that had minimal benefits have been removed to very slightly lower the VRAM load.
 - Minor description tweaks.

0.88

BALANCING:
 - Prayer Sender:
   . Range reduced to 800 from 1000.

 - Invocation Launcher:
   . Reduced armor penetration.

 - Newtonian Slinging:
   . Buffed duration, range and effect by 25%

BUGFIXES/IMPROVEMENTS:
 - Calling Scatterer:
   . Hopefully fixed a very rare crash when the target gets destroyed the same frame as the weapon is firing.

 - Alternate skin pack now provided as an Addon mod, and now includes weapons.

 - Externalized all strings to facilitate the work of translators


0.87

 - Added Starship Legend compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Added Commissioned Crew compatibility.
 - Improved Nexerelin integration.
 - Added market music, courtesy of Tomatopaste.

BUGFIXES/IMPROVEMENTS:
 - Economy slightly reduced in regard to other larger factions.
 - Added a few custom portraits.


0.86

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

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

0.85

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

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

0.84

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

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

0.83

 - Updated compatibility with Nexerelin.

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

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

0.82

BUGFIXES/IMPROVEMENTS:

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

0.81

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

BUGFIXES/IMPROVEMENTS:

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

0.80

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

   Barebone 0.9.0 compatibility update.

[close]


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

(https://i.imgur.com/bAIZOoi.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WYWX8DR5WPV8G) (https://i.imgur.com/odD0uZQ.png) (https://www.patreon.com/tartiflette)

Music by Mesotronik (https://soundcloud.com/mesotronik)

Made with Trylobot and Deathfly's Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)


To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update ORA and/or change it however they want.

In the meantime, ORA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: YuiTheModder on February 27, 2017, 03:48:10 PM
Omgomgomgomg, FINALLY AI FRIENDLY BROADSIDE SHIPS!

Also, I think they look super cute!

Yay!
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: daggertx on February 27, 2017, 05:14:34 PM
Thanks for this, love some broadsides
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: whatdoesthisbuttondo on February 27, 2017, 05:16:49 PM
Woa, nice style, getting somewhat of a persian vibe here from the paintjobs.

Second from left kinda looks like a flying space carpet  ;D
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: CrashToDesktop on February 27, 2017, 06:11:39 PM
Very elegant ship design, looks very interesting.  Once I get done with some of my projects, I'll be sure to check this out - I gotta get back into Starsector as some point.
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: Thaago on February 27, 2017, 06:44:56 PM
Really nice ships! More subtly creepy in terms of faction lore too, rather than the usual anvil to the face.
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: Weltall on February 27, 2017, 07:32:20 PM
O.O and I was wondering if the ship you were giving an example about broadside attack would appear in your mods.. now a whole bunch of them appeared!!!! I love the squarish and really solid and tough looking design! This is really awesome :D
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: Takion Kasukedo on February 27, 2017, 11:48:03 PM
Sexy.
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: Tartiflette on February 27, 2017, 11:49:43 PM
Omgomgomgomg, FINALLY AI FRIENDLY BROADSIDE SHIPS!
Thanks for this, love some broadsides
With most loadouts they behave from okay to incredibly well (way better than I can to say the least) in AI control, but you can still make it derp with a few. Do take a look at the default loadouts if you are having troubles, but overall get ready for some awesome fleet action and bullet-hell spam!

Woa, nice style, getting somewhat of a persian vibe here from the paintjobs.
Actually I went for a Art-Nouveau style of ornaments. Something fitting both their origin, and the "rebuild" theme of the faction. Persian ornaments are usually very intricate and plays a lot more with symmetries and geometric patterns. I did consider using something like that at first but it seemed too heavy handed and hard to pull off on small ships. Could be an IBB skin though... ^^

Really nice ships! More subtly creepy in terms of faction lore too, rather than the usual anvil to the face.
Yeah, in the sea of Bad-but-not-too-bad faction I figured there was some more space between Good-but-not-too-good factions, next to Shadowyard Reconstruction Authority and the Luddic Church.

Very elegant ship design, looks very interesting.  Once I get done with some of my projects, I'll be sure to check this out - I gotta get back into Starsector as some point.
O.O and I was wondering if the ship you were giving an example about broadside attack would appear in your mods.. now a whole bunch of them appeared!!!! I love the squarish and really solid and tough looking design! This is really awesome :D
Sexy.
Thanks, I hope you'll enjoy them.
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: Romeo_One on February 28, 2017, 01:40:23 AM
Looks interesting indeed!
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: RandomnessInc on February 28, 2017, 08:08:00 AM
Regarding an IBB bounty ship, it should be two of the capitals strapped together :p
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: Tartiflette on February 28, 2017, 08:24:08 AM
Regarding an IBB bounty ship, it should be two of the capitals strapped together :p
It must get integrated to dynasector first though... Should it be, I'm thinking more about a super-carrier version of the Enlightenment. Loses two large weapons, but gets four flight decks. Something like that
Title: Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
Post by: gofastskatkat on February 28, 2017, 09:44:02 AM
Looks great, would love to download and try this faction out, but the website to download from keeps timing out, doubt the problem is on your side though.
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Tartiflette on March 03, 2017, 01:01:20 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.21.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

 First update with some balance changes: the Enlightenment almost didn't changed but the other ships were buffed in term of shield and flux stats, the smaller they are the larger the relative boost. In addition to that the patch introduces three missions about the Camillia crisis mentioned in the lore, and a new weapon:

(http://i.imgur.com/FEGHbAp.jpg)

This update shouldn't break your save.
Enjoy!
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: NightKev on March 03, 2017, 05:06:50 PM
Small typos in that description: "Litany" isn't capitalized in the first line; "didn't saw much use" should be "didn't see much use" on line 2; "for such small energy weapon" should be "for such a small energy weapon" on line 3; "the Litany function exactly like" should be "the Litany functions exactly like" on line 5; "As a result some" should be "As a result, some" on line 7 (though this one is perhaps debatable).
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Tartiflette on March 04, 2017, 06:59:26 AM
I'm now working on the last two planned ships for the faction, and here is the first one:

(http://i.imgur.com/IfNZJO4.jpg)

An anvil to the Harmony's hammer, that also can be fitted into a very potent support ship.
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Takion Kasukedo on March 04, 2017, 08:17:16 AM
Well, it'll be possible to fit pure AM Blasters (stupid, but effective, kind of) to that destroyer

Or you can just do tons of Burst PD's and be kind of a derriere...
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Tartiflette on March 04, 2017, 08:40:01 AM
That would be a good loadout to die instantly: you'll notice that this ship is slow and doesn't have a huge dissipation. Fire a few AM shots and you are stuck at high flux in range of the enemy, with a long vent time. Plus you don't have enough OP to fit one in each slot. Against a stock Medusa that loadout got defeated without even dealing a single point of damage to the enemy.
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Takion Kasukedo on March 04, 2017, 08:54:58 AM
So in general, AM's  = bad for Outer Rim Alliance ships (half, if not most).

On another note, O.R.A fleet colors (in the factions menu) are colored the same as Hegemony, if not very similar.

I think for the Sanctuary, the ideal loadout would be enough of a mix of weapons to utilize at decent ranges, with some EMP to disupt/disable ships, while still leaving more than enough space for flux vent/capacity.
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Morgan Rue on March 04, 2017, 01:36:45 PM
I mean, ORA does have a bigger version of the AM blaster... but I would say mounting them on anything less than a cruiser can be difficult.
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: Tartiflette on March 05, 2017, 04:09:23 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.3.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Well, that went way faster than I expected.

(http://i.imgur.com/IfNZJO4l.jpg) (http://i.imgur.com/IfNZJO4.jpg)
(http://i.imgur.com/jdVSQUZl.jpg) (http://i.imgur.com/jdVSQUZ.jpg)


That should do it for a complete roster of ships, since they also rely heavily on vanilla high tech to fill the gaps. The Harmony and the Beatitude stats have been nudged a bit to leave more room for the new Sanctuary and Revelation. And the missions have be somewhat reworked in term of default loadouts and difficulty.

Now the last big thing I have left to do is to add a few more star systems, expand the existing ones and flesh out some of the description... That and the maybe-if-I-can-manage-it long term goal of replacing their shields with an entirely new defense system.

This update shouldn't break your saves.
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: cjuicy on March 05, 2017, 08:09:11 PM
Oh, are we looking at another Exigency Corp style deflector shield, or perhaps a passive PD field that can weaken and/or kill normal shots?
Title: Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
Post by: Mr. Nobody on March 06, 2017, 12:01:04 AM
Welp! Time to learn A/D turning.
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: Sy on March 06, 2017, 10:38:40 AM
i use A&D turning frequently with other ships, but what i'm really struggling with is Q&E strafing. :D
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: Phearlock on March 06, 2017, 01:15:11 PM
I really like the attitude thrusters. Can activate it when I need a visual cue to figure out if I should hold Q or E for what direction I should fly.
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: Tartiflette on March 12, 2017, 03:24:27 AM
Coming soon, Coriolis stations (http://i.imgur.com/4lKUy3b.mp4) (5MB gif in spoiler):

Spoiler
(http://i.imgur.com/4lKUy3b.gif)
[close]

And since it's all done with vanilla functions, I wonder if we will get stuff like that in 0.8???
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: AxleMC131 on March 12, 2017, 03:40:23 AM
Coming soon, Coriolis stations (http://i.imgur.com/4lKUy3b.mp4) (5MB gif in spoiler):

Spoiler
(http://i.imgur.com/4lKUy3b.gif)
[close]

And since it's all done with vanilla functions, I wonder if we will get stuff like that in 0.8???

Very pretty!  :o Didn't think you could have animated station images... But there you go!
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: Tartiflette on March 12, 2017, 03:49:27 AM
it's not animated, it's a custom "orbital junk" spinning in the middle with a matching orbit.
Title: Re: [0.7.2a] Outer Rim Alliance v0.3 (06/03/2017)
Post by: AxleMC131 on March 12, 2017, 01:55:17 PM
it's not animated, it's a custom "orbital junk" spinning in the middle with a matching orbit.

Ahahaha, the ingenious Tartiflette strikes again!  ;D Well played my good sir.
Title: Re: [0.7.2a] Outer Rim Alliance v0.4 (14/03/2017)
Post by: Tartiflette on March 14, 2017, 03:32:08 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.4.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Big LORE update, with five (!) new systems to visit. Given that 0.8 will be all about exploration I jumped the shark early and created those system choke-full of stuff to find.
Additionally Alliance's ships now get slower and less maneuverable when using unbalanced loadouts. They also slightly disrupts all nearby beams, including their own, reducing their range and damage by 20%.
Finally the Litany firing computers have been improved, and they should hit their intended target more reliably event if frigates can still dodge those shots easily.

(http://i.imgur.com/r8aHiDtl.jpg) (http://i.imgur.com/r8aHiDt.jpg)

Come and get it while it's hot! This shouldn't break any save (although some loadouts will require some changes) but you'll need a new game to benefit from all the new content.
Title: Re: [0.7.2a] Outer Rim Alliance v0.4 (14/03/2017)
Post by: NightKev on March 14, 2017, 07:00:04 PM
"Unbalanced" as in "empty slots on the left and weapons on the right = bad"? Or do the weapons have to be fully symmetrical, with the exact same on both sides?
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 (15/03/2017)
Post by: Tartiflette on March 15, 2017, 12:30:37 AM
The slots have to be fitted by a weapon of similar size, not the same exact weapon.

Also, HOTFIX for the few issues reported on discord:

        (http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.41.7z)
         Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

This shouldn't break any save.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: DinoZavarski on March 19, 2017, 03:54:56 PM
Can't run game with the mod enabled:

Code
86462 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: data.scripts.ORA_modPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more

Linux, running with JDK 8u121-64bit. Nexerlin present and patch applied.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Orikson on March 19, 2017, 08:10:52 PM
You need java7.

Have a read here: http://fractalsoftworks.com/forum/index.php?topic=8726
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: DinoZavarski on March 20, 2017, 01:59:33 AM
You need java7.

This is bad. Given the number of Nexerlin compatible mods that won't run with jre7 it is better to wait until this one is fixed to work with jre8 before starting game with it.

Still, thank you for the hint. It allowed me to play the missions and see how new ships look in action. Some nice work.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 20, 2017, 02:11:26 AM
JRE7 is the official version of java used by the game. It's the JRE8 mods that need to be recompiled since that version causes stability issues on some systems.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Midnight Kitsune on March 20, 2017, 02:54:49 AM
You need java7.

This is bad. Given the number of Nexerlin compatible mods that won't run with jre7 it is better to wait until this one is fixed to work with jre8 before starting game with it.

Still, thank you for the hint. It allowed me to play the missions and see how new ships look in action. Some nice work.
THIS is why all modders should use Java 7 and not 8:
http://fractalsoftworks.com/forum/index.php?topic=9960.msg170913#msg170913
http://fractalsoftworks.com/forum/index.php?topic=9922.msg170608#msg170608
http://fractalsoftworks.com/forum/index.php?topic=10705.msg182481#msg182481

http://fractalsoftworks.com/forum/index.php?topic=10661.msg181467#msg181467
Quote
Miscellaneous
  Rewrote game launcher in OpenGL (was in Swing)
   Improves compatibility for certain versions of OS X and Linux
   Allows downgrade to the more stable Java 7
   "legacyLauncher" option in settings.json to use old launcher
  Downgraded to Java 7 (more stable)
Basically it was so s***, even Alex said screw it and went back to JRE 7, even though that meant more work for him due to having to rebuild the launcher if I understand that quote from him correctly
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: DinoZavarski on March 20, 2017, 04:11:56 AM
Unfortunately there is no difference at all with latest 64bit JRE7:

Code
69964 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ORA_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ORA_modPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
./starsector.sh  63,93s user 6,04s system 81% cpu 1:25,50 total

1 dino@valqk ~/Games/starsector % cat starsector.sh                                                       :(
./jre_linux/bin/java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=./native/linux -Xms2048m -Xmx4096m -Xss1024k -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:jinput.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=./saves -Dcom.fs.starfarer.settings.paths.screenshots=./screenshots -Dcom.fs.starfarer.settings.paths.mods=./mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

dino@valqk ~/Games/starsector % realpath jre_linux
/home/dino/Games/starsector/jre7_linux_64

dino@valqk ~/Games/starsector % /home/dino/Games/starsector/jre7_linux_64/bin/java -version
java version "1.7.0_80"
Java(TM) SE Runtime Environment (build 1.7.0_80-b15)
Java HotSpot(TM) 64-Bit Server VM (build 24.80-b11, mixed mode)

Enabled mods are only ORA and LazyLib

Please don't tell me i need JDK 7 instead of JRE, Oracle is not giving this for free download anymore.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Histidine on March 20, 2017, 04:15:06 AM
It's a filename case mismatch between the mod_info.json entry and the actual file jars/ORA.jar.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: DinoZavarski on March 20, 2017, 06:17:18 AM
Thank you, failed to notice there is reference to the .jar there.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 25, 2017, 11:57:58 AM
https://youtu.be/vwGrfkUKyHo


(http://i.imgur.com/iKT1g2b.jpg)

Testing some stuff for fun. I wanted to do such weapon for a while but it didn't really fitted Scy (also they already have a bazillion of large weapons) It's quite situational but I'm sure people will come up with crazy builds using it.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Takion Kasukedo on March 25, 2017, 09:42:43 PM
https://youtu.be/vwGrfkUKyHo


(http://i.imgur.com/iKT1g2b.jpg)

Testing some stuff for fun. I wanted to do such weapon for a while but it didn't really fitted Scy (also they already have a bazillion of large weapons) It's quite situational but I'm sure people will come up with crazy builds using it.

I hear Freespace charging sounds when it winds up the plasma.

But the other one i'm not sure haha.

Also, a 500 Range shredder weapon that's large? Should be interesting.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Sy on March 26, 2017, 06:57:32 AM
looks neat! high damage with the ability to hit small and fast targets should be useful on quite a few loadouts i think, even with the drawbacks.

a few spelling errors i noticed in the description:
Spoiler
  • "sometimes finds deadly use"
  • "in terms of technology" (?)
  • "lightweight-ness" should probably just be "low weight"
  • "projectile allows it to attain"
  • "plasma core make this weapon
  • "rapidly falls during sustained"
[close]
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: daggertx on March 26, 2017, 07:39:41 PM
Hi any idea on this crash? Thank you!!

Spoiler
338153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.ORA_beamDefensePlugin.advance(ORA_beamDefensePlugin.java:89)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Orikson on March 26, 2017, 08:15:59 PM
Hi any idea on this crash? Thank you!!

Spoiler
338153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.ORA_beamDefensePlugin.advance(ORA_beamDefensePlugin.java:89)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Can you list what mods you have on? There might be a clash somewhere.

Other than that, what java version are you using? JRE 1.7 or 1.8?
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 27, 2017, 12:11:57 AM
I... Don't see how this could crash here. Can you give me any indication on the circumstances? In the middle of a battle? Right at the deployment? Any special ship-system online?
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: daggertx on March 27, 2017, 06:47:26 AM
Sure.

Here is a screenshot of the mods I have.

Spoiler
(http://chattypics.com/files/CropperCapture3_exu0lr2wbj.jpg)
[close]

Also in full is disclosure, I was messing around and have made two changes. I increased the tachyon lance to range 3000 (in starsector-core\data\weapons)and the flux dissipation (in mods\ORA\data\hulls)  for the ORA battleship to 9000. But it seem to run fine..well it runs fine until I attack one specific pirate fleet. It crashes in combat near the start.

I can provide the save and other stuff as well if you would like.

When I get home tonight I will set those back to normal if you think that is the cause, but I have played most of the weekend before the crash though with those settings.

Yes I am using java 1.8.0_111 64bit/32bit (I have both), and i have seen several posts about moving back to 1.7. I will try that also if you recommend it, but I think I have those for minecraft (which I rarely play if at all anymore).

Anyway, thank you!!

Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 27, 2017, 07:14:21 AM
If you played so much with them without issue, I don't think the problem come from your java 8 (also it has nothing to do with the change you made) I'll look again when I get home but for now I'm rather puzzled.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: daggertx on March 27, 2017, 08:31:42 AM
I am willing to delete all the mods and download them again just to make sure there is no corruption if you want? Will not take long..
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 27, 2017, 10:32:43 AM
AAAAH I may know why! Stupid me! This is a script that I use in several mods and I may have forgotten to update the other ones with the new version. So while I don't see why it can crash within ORA, it mays be caused by Diable overwriting the good version. I'll need to check that when I get home.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: daggertx on March 27, 2017, 11:25:20 AM
Im a sqlserver/oracle/informix/mysql dba, and I say "stupid me" several times a day trying to keep this crap running.  ;D
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 28, 2017, 12:29:08 AM
Could you quickly test if these jars fix the problem? If so I'll update my mods.
https://www.dropbox.com/s/dhcoj8yrg9y2pvu/testJars.7z?dl=0 (https://www.dropbox.com/s/dhcoj8yrg9y2pvu/testJars.7z?dl=0)
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: daggertx on March 28, 2017, 07:53:03 AM
I am at work so had to remote into my home pc and update the jars. Here is the result.

90607 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.SpriteRenderManager]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.SpriteRenderManager]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.plugins.SpriteRenderManager
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: Tartiflette on March 28, 2017, 09:07:38 AM
Ha damnit, I forgot to send you modified the settings with it. You need to rename the plugin called in data/settings.json from SpriteRenderManager to TRT_SpriteRenderManager. It's to check to see if the script was overriden by another mod.
Title: Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
Post by: daggertx on March 28, 2017, 09:36:51 AM
No worries, after lunch I will make the change
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Tartiflette on April 10, 2017, 04:02:49 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.50.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

   DYNASECTOR INTEGRATION!

   I wasn't exactly expecting it before 0.8 but hey, when Dark.Revenant wants to integrate your faction you don't exactly try to argue... Also included, the Sempiternal Repeater. A large energy weapon able to dish out an inordinate amount of damage at very close range for a reasonable amount of flux.

   (http://i.imgur.com/8a6OQatl.png) (http://i.imgur.com/8a6OQat.png)

   As for smaller changes:
 - The frigates have been slightly buffed.
 - The Revelation-class cruiser got a new powerful system: the Solid State Capacitors cuts in half all flux generated and converts it into hard flux, but negates all dissipation too. As such, the ship has been slightly nerfed.
 - Some QOL improvements to the weapon order when setting the firing groups.
 - The Litany will cause less friendly fire incidents.

   Please note that this update WILL BREAK SAVES, please delete all your mission variants before launching the game. Use Save Transfer to continue your journey.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: majorfreak on April 10, 2017, 08:30:44 PM
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: AxleMC131 on April 10, 2017, 08:39:30 PM
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?

... There's a hullmod that enables broadsides? This sounds odd to me.  ???
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: cjuicy on April 10, 2017, 08:52:28 PM
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?

... There's a hullmod that enables broadsides? This sounds odd to me.  ???
That would be helpful. Force a ship's AI to be broadside with a free hullmod.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Midnight Kitsune on April 10, 2017, 09:31:09 PM
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?

... There's a hullmod that enables broadsides? This sounds odd to me.  ???
That would be helpful. Force a ship's AI to be broadside with a free hullmod.
Only way to force broadsides is to do what Tarti did in the Outer Rim Alliance mod
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Morgan Rue on April 11, 2017, 02:15:06 PM
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
There isn't a hullmod that forces broadsides. Its just the way ORA ships are built causes them to broadside with a proper lodout.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: AxleMC131 on April 11, 2017, 03:47:09 PM
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
There isn't a hullmod that forces broadsides. Its just the way ORA ships are built causes them to broadside with a proper lodout.

-.- See, that's what I thought. Man I was confused for a bit there. XD
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: DrakonST on April 12, 2017, 05:58:47 AM
It seems to me it is the weakest fraction of all game and mods. The ships are slow, they have not enough armor and HP. Their weapons simply disgusting. Shells never reach the purpose. They miss. They can`t overcome PD. They deal a weak, energy damage.

In attempt to use normal weapons of other mods or vanila O.R.A. catastrophically overheat. The only option it to use beam weapons. But it can't be made! Now there is this foolish hullmod! As opponent they pettiness. They aren't capable to get to my ship even! They just explode!

Why to do one more weak fraction as SCY? All right. SCY at least have unique mechanics(by the way about her - it was possible to make more interesting). But here that? Whipping boys?

Can be necessary to make an analog "Intestellar Imperium"? To remake hullmod and to clean a penalty from it for the O.R.A. ships. To turn out interesting fraction using long range beam weapon and weakening enemy beam weapon.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Tufted Titmouse on April 12, 2017, 09:05:47 AM
i'm surprised i haven't found out about this till now, I'm also surprised no one made this joke yet
(https://68.media.tumblr.com/93ed4102fdbdb19adf37e815f0c23793/tumblr_npwtr9btKi1s6rdono1_500.jpg)
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: cjuicy on April 12, 2017, 09:53:14 AM
i'm surprised i haven't found out about this till now, I'm also surprised no one made this joke yet
Spoiler
(https://68.media.tumblr.com/93ed4102fdbdb19adf37e815f0c23793/tumblr_npwtr9btKi1s6rdono1_500.jpg)
[close]
Because it was me, Dio!
(http://i3.kym-cdn.com/photos/images/facebook/000/754/539/566.gif)
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Tufted Titmouse on April 12, 2017, 10:21:52 AM
-snip-
Rip
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Wyvern on April 16, 2017, 05:50:18 PM
Hm.  I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: AxleMC131 on April 16, 2017, 06:28:39 PM
Could be lore-related.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: xenoargh on April 16, 2017, 07:20:42 PM
Tried this out.

ORA ships:

1.  Are slow; too slow to maintain broadsides in most cases.

2.  Have inefficient shields that are huge because they're long / skinny (the Conquest problem).  Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects.  Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.

3.  Have energy shot weapons with insufficient punch to really make the broadsides work out well.  They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.

4.  I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.

5.  The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.

6.  Instead of ITU, please give them something better that doesn't allow ITU.  I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).

7.  What is the strange dark-purple radius at a huge distance around certain ORA ships?  It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: cjuicy on April 16, 2017, 08:09:37 PM
Tried this out.

ORA ships:

1.  Are slow; too slow to maintain broadsides in most cases.

2.  Have inefficient shields that are huge because they're long / skinny (the Conquest problem).  Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects.  Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.

3.  Have energy shot weapons with insufficient punch to really make the broadsides work out well.  They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.

4.  I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.

5.  The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.

6.  Instead of ITU, please give them something better that doesn't allow ITU.  I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).

7.  What is the strange dark-purple radius at a huge distance around certain ORA ships?  It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.
To answer #7, the aura marks out the distance the "beam nerf" applies. Hostile ships passing into its area suffer the penalties.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Orikson on April 16, 2017, 08:19:47 PM
Hm.  I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?

Luddic Path are the bad side of the Luddic Church. Just about everyone hates them.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: AxleMC131 on April 16, 2017, 08:55:08 PM
Hm.  I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?

Luddic Path are the bad side of the Luddic Church. Just about everyone hates them.

@Orikson I could be misinterpreting your comment, but I think you need to read Wyvern's question more closely.  ;)

"... HOSTILE to LUDDIC CHURCH....    ... NEUTRAL to LUDDIC PATH....."
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Techhead on April 16, 2017, 10:48:37 PM
Spoiler
Tried this out.

ORA ships:

1.  Are slow; too slow to maintain broadsides in most cases.

2.  Have inefficient shields that are huge because they're long / skinny (the Conquest problem).  Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects.  Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.

3.  Have energy shot weapons with insufficient punch to really make the broadsides work out well.  They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.

4.  I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.

5.  The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.

6.  Instead of ITU, please give them something better that doesn't allow ITU.  I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).

7.  What is the strange dark-purple radius at a huge distance around certain ORA ships?  It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.
[close]
Thoughts on a few of these, some of these taken from conversations with Tart in discord:

1. Managing broadsides effectively is hard for humans, and takes practice. (I'm not good doing it, on any ship.)

3. If you're looking for punch, have you tried the Animus Blaster?

4a. Without the beam nerf, beam loadouts on ORA were overbearingly strong in testing compared to other loadouts.

4b. ORA ships were designed to have the OP to fill both sides. The asymmetry thing is so you don't leave one side empty and spend the OP on hullmods.

6. I personally think it's already better than ITU by virtue of being free. :P
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Tartiflette on April 16, 2017, 11:21:05 PM
Hm.  I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?
Hum, they start Friendly with the Church and Inhospitable with the Path so you must have brought this upon yourself with your actions.

Tried this out.

ORA ships:

1.  Are slow; too slow to maintain broadsides in most cases.

2.  Have inefficient shields that are huge because they're long / skinny (the Conquest problem).  Suggestion: do something like the "shields" I did for a few long / skinny things in Vacuum, where it ignored the Vanilla shield system entirely but behaved like a shield in all important respects.  Really not hard to set up, but you'll have to make a (fairly trivial) art asset for the shield.

3.  Have energy shot weapons with insufficient punch to really make the broadsides work out well.  They simply don't compare with Heavy Blasters, and that's about the only choice that makes sense, because you're not going to get multiple chances to fire before their weak Shields collapse.

4.  I don't even slightly understand the Beam nerf and massive penalties for asymmetry; the "buff" doesn't help them much, the nerf hurts ORA a lot.

5.  The mobility system for the Cruisers is pretty nifty, but the smaller ships lack something similar.

6.  Instead of ITU, please give them something better that doesn't allow ITU.  I totally understand why that's part of their design, but it needs to be better (and, if you want to keep the Beam nerf as a concept, it should just buff Energy but debuff Beams).

7.  What is the strange dark-purple radius at a huge distance around certain ORA ships?  It's a fancy graphics effect but it doesn't appear to have a purpose and it's fairly expensive to render.

1. Yes by 10su/s compared to vanilla high tech, except the Revelation but that ship is so strong already, so not too much. Given their range advantage I'd say it's a fair trade. Some selected ships and systems already got a buff in my dev version though.
2. No they haven't. They fall squarely in line with the average High Tech at 0.6 to 0.8 efficiency and 0.3 to 0.5 upkeep.
3. You must be thinking about the Eschewal there, because pretty much all the other weapons deal more damage per shot than their vanilla counterpart (the Choir being an exception). I already halved the fire-rate and doubled the damage per shot of the Eschewal in my dev.
4. Without the beam nerf, there wasn't even a choice when making loadouts: it was beam spam or nothing. Not a single other loadout ever came close to the performances of a beam loadout due to the large amount of slots, their flux efficiency and the way they scale faster when used en masse. With ITU though, the ships can still use them alright but they fall on par with regular weapons instead of being a no-brainer. As for the anti-asymmetry penalty, let's just say that leaving one broadside empty freed up to 40% of the ship's OP to install a broken amount of hullmods. Not going to happen. It is just a clamp on empty mounts though, you can make all the asymmetric loadouts you want as long as slots pairs are occupied by a weapon of the same mount size.
5. I'm trying to not duplicate any system too much. Plus mobility systems are everywhere in mods! Although currently I'm changing the Mirth's skimmer for HEF (and raised its speed) but I'm giving a custom teleporter to the Harmony Destroyer.
6. ITU does the same and at least it's simpler than having to explain why you can't use it because of another hullmod since it isn't possible to prevent players from trying to install it without modifying the vanilla file.
7. The beam nerf applies to all ships inside that range of an ORA hull, both allies and enemies. It didn't specifically profiled that particular effect, but I'm fairly certain it's cheaper than using deco weapons on all ships to get the same look.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: WKOB on April 21, 2017, 05:37:39 PM
Just putting in my thoughts here that you might consider - using the modules system you could theoretically set it up so that these broadsides have appropriate port and starboard shields without having 360* coverage.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Inventor Raccoon on April 21, 2017, 05:42:49 PM
Unfortunately, right now it seems like the station mechanics are borked and there's a bug stopping non-station ships from being able to have modules. I tried to have a Conquest with broadside shields but it just doesn't work.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: WKOB on April 22, 2017, 02:19:29 AM
Ah, yes, I was reading your discussion on that. Perhaps in the future. :)
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Tartiflette on April 22, 2017, 04:21:54 AM
But then taking hits wouldn't raise the ship's flux and you wouldn't have any control on the shield.
Title: Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
Post by: Mr. Nobody on April 22, 2017, 09:07:58 AM
But then taking hits wouldn't raise the ship's flux and you wouldn't have any control on the shield.
Unless the Great Code Archwizard Tartiflette find a way to have the modules transfer their flux to the main ship.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: Tartiflette on April 22, 2017, 01:55:00 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.60_RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

 Be warned this is a rather barebone compatibility update, without any fancy procgen and exploration content but still very much enjoyable. Later updates will have a lot more stuff, but I have Scy and Diable to update first.

Still there has been a few changes since the last version:

Spoiler
BALANCING:
 - Eschewal Projector:
   . Raised damage per shot to 400 from 200.
   . Raised flux per shot to 600 from 300.
   . Halved fire-rate to 30 round per minute from 60.

 - Mirth frigate:
   . Speed increased to 160 from 140.
   . Ship system changed to High Energy Focus from Phase Skimmer.

 - Harmony destroyer:
   . Ship system changed to Heavy Phase Teleporter (limited charges, long regen, lower range) from High Energy Focus.
   . Flux capacity raised to 7000 from 5000.

 - Choir Emitter:
   . Projectile speed increased to 1000 from 500.
   . Minimum spread raised to 5 degrees from 0.

 - Carriers:
   . Got one extra deck with built-in Wasp wing.

BUGFIXES/IMPROVEMENTS:
 - Corrected Cureus being tidally locked sideways.
 - Corrected Lum'en sometimes missing its coriolis ring.
 - Added missing hints to the ship systems that screwed the AI.
[close]

Enjoy!
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: Surge on April 22, 2017, 02:32:56 PM
Jesus christ tarti, you spoil us
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: cjuicy on April 22, 2017, 04:35:53 PM
Well, that was quick.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: Aklyon on April 23, 2017, 06:17:28 AM
Tarti, the guy with the ridiculous updatery.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: Nanao-kun on April 23, 2017, 03:22:09 PM
Although you can't install it on any ships, the Xeno-Warfare hullmod is available as a modspec.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: Ryers on April 24, 2017, 07:02:47 PM
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition

plz halp, is confuzled
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: SainnQ on April 24, 2017, 07:06:15 PM
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition

plz halp, is confuzled

This is a barebones compatibility release, you won't see many O.R.A fleets roaming, but you can find them in the Gudonov star system.

They also have a "stripe" purple & yellow-orange'ish fleet color scheme.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration Compatible! (22/04/2017)
Post by: Ryers on April 24, 2017, 07:07:25 PM
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition

plz halp, is confuzled

This is a barebones compatibility release, you won't see many O.R.A fleets roaming, but you can find them in the Gudonov star system.

They also have a "stripe" purple & yellow-orange'ish fleet color scheme.

wow man. that was quick! thanks =)
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: Bastion.Systems on April 29, 2017, 11:11:07 AM
I am sure you have noticed this yourself but the Persean League and O.R.A. have almost the same station name color on the map making it somewhat more difficult to tell them apart.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: arwan on May 04, 2017, 03:49:42 AM
I have a question for the people in the know. Are these ships and their weapons, mods etc. in line with the vanilla ships. In requires to combat power. Or are they considered over powered / under powered?
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: Phearlock on May 04, 2017, 04:15:47 AM
Quite in line with vanilla. Plenty of vanilla ships that are more "overpowered" than the ones added by ORA.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: Tartiflette on May 07, 2017, 01:41:37 PM
Okay, with Diable out of the door (mostly) time for some polish here!

I heard the complains that ORA is kind of boring, and look too similar... And I cannot say I disagree with either. So to tackle this issue let's start by adding a pair of ships that at least look different without straying too far from the "brick" theme:

(http://i.imgur.com/TdL0HNe.jpg)

(http://i.imgur.com/lw4d8UH.jpg)

Those two are less broadside-focused and will probably better fit the role of a player flagship. As for the rest:

 - First I removed the "anti-beam" beam field altogether. It was a bit of a weird effect to communicate, the new range hullmods from the [REDACTED] and the Paragon allowed them to ignore the effect, and multiple fields made the whole thing a visual cacophony. However I'm not about letting people exploit beams on those ships without having to give up something. From now on, every beam weapon cost a flat extra 3 OP to install. Not a big deal if you just want a pair of Phase Lances or a HIL, but if you want to spam tac lasers you will have to give up some capacitors. Given that most high tech PD are beams though, those weapons receive a 2OP cost reduction, making them only marginally more expensive to install.

 - Then I removed the built-in ITU since it was only there because of some back-end requirement with my beam range shenanigans. To compensate, the ships received some extra OP and a very decent buff to their speed.

 - With their new-found mobility, I have to slightly reduce the flux+capacity and/or hull+armor of a lot of ships, but given their ability to disengage now it might not be enough.

And onto polishing the admittedly rushed campaign stuff...

Current changelog:
Spoiler
V0.7

NEW CONTENT:

 - Grace-class heavy destroyer.
   . Artillery destroyer taking an intermediary role between the Harmony and Sanctuary before rebalance.

 - Elevation-class recon cruiser.
   . Versatile cruiser able to face any type of enemy thanks to a very permissive weapon layout.

BALANCING:
 - Xeno-Warfare hullmod:
   . No longer affect beams range.
   . Now raises the cost of beam weapons by a flat 3 OP.
   . Reduces the cost of PD weapons by a flat 2 OP.

 - Choir Emitter:
   . OP cost raised to 7 OP from 6.

 - All ships:
   . Removed built-in ITU.
   . Available OP raised accordingly.

 - Attitude Thrusters:
   . Charges reduced to 3 from 4.
   . Regen rate halved to 20s.
   . Duration tripled to 6s.

 - Heavy Teleporter:
   . Range reduced to 500 from 1000.
   . Charges regeneration halved to 20s.

 - Bliss:
   . Shield arc raised to 240 deg from 180.
   . Speed increased to 130 from 120.

 - Mirth:
   . Shield efficiency raised to 0.6 f/dmg from 0.7.
   . Speed raised to 170 from 160.

 - Harmony:
   . Ship system switched to Plasma Jets from Heavy Teleport
   . Hull reduced to 3000 from 3250.
   . Flux capacity reduced to 5500 from 7000.
   . Shield arc increased to 180deg from 120.
   . Shield efficiency increased to 0.6 from 0.8.

 - Sanctuary:
   . Ship-system switched to Solid State Capacitors from Sensor Drones.
   . Added a flight deck.
   . Armor reduced to 400 from 425.
   . Hull reduced to 3250 from 3500.
   . Flux capacity reduced to 6500 from 7000.
   . Speed raised to 80 from 60

 - Beatitude:
   . Hull reduced to 6000 from 8500.
   . Armor reduced to 750 from 900.
   . Shield arc raised to 180 deg from 120.

 - Revelation:
   . Hull raised to 8000 from 6000.
   . Armor raised to 950 from 750.
   . Speed raised to 55 from 40.

 - Enlightenment:
   . Flux dissipation raised to 1200 from 1000.


BUGFIXES/IMPROVEMENTS:
 - Fixed break-apart bug.
 - Fixed lootable Xeno-Warfare hullmod.
[close]
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: arwan on May 07, 2017, 02:02:38 PM
from the screenshot the elevation class cruiser does not have xeno-warfare design. is that by design or an oversight? these new ships may get me to actually play them now. i have had it installed for a while now and every time i go to play them i ended up slightly cringing unfortunately not from aesthetics mind you, they are beautiful. but because of their ship speed, and the weapon projectile speeds. which tended to make it quite difficult to hit things, while taking many hits in return since they are usually broadside to the target.
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: Chaos Farseer on May 07, 2017, 06:07:09 PM
Checking this out for the first time! Loving the look of the ships and their purple weapons. As a quick typo report, the Harmony-class description mentions having a High Energy Focus ship system when it instead has a Heavy Phase Teleporter (which doesn't have a description, FYI).
Title: Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
Post by: Mr. Nobody on May 08, 2017, 10:33:31 AM
So to tackle this issue let's start by adding a pair of ships that at least look different without straying too far from the "brick" theme:
Spoiler
I give up on figuring how inline attachments works
[close]


[attachment deleted by admin]
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Tartiflette on May 08, 2017, 02:22:15 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.70RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

 It's UPDATE TIME again, with ORA 0.7, featuring two new ships (visible a couple posts above) designed to be used as player flagships. Additionally all the beam range shenanigans are gone, but now they cost slightly more to install compared to projectile weapons. Also several ships have been reworked as fast hit-and-run attackers to improve the overall battle dynamic. Finally there has been some changes to the AI in 0.8 that slightly hurt their behavior in some circumstances. To compensate the overall ships balance has been revised upward.

Full changelog:
Spoiler

V0.7

NEW CONTENT:

 - Grace-class heavy destroyer.
   . Artillery destroyer taking an intermediary role between the Harmony and Sanctuary before rebalance.

 - Elevation-class recon cruiser.
   . Versatile cruiser able to face any type of enemy thanks to a very permissive weapon layout.

BALANCING:
 - Xeno-Warfare hullmod:
   . No longer affect beams range.
   . Now raises the cost of beam weapons by a flat 3 OP.
   . Reduces the cost of PD weapons by a flat 2 OP.

 - Choir Emitter:
   . OP cost raised to 7 OP from 6.

 - All ships:
   . Removed built-in ITU.
   . Available OP raised accordingly.

 - Attitude Thrusters:
   . Charges reduced to 3 from 4.
   . Regen rate halved to 20s.
   . Duration tripled to 6s.

 - Heavy Teleporter:
   . Range reduced to 500 from 1000.
   . Charges regeneration halved to 20s.

 - Bliss:
   . Shield arc raised to 240 deg from 180.
   . Speed increased to 130 from 120.

 - Mirth:
   . Shield efficiency raised to 0.6 f/dmg from 0.7.
   . Speed raised to 170 from 160.

 - Harmony:
   . Ship system switched to Plasma Jets from Heavy Teleport
   . Hull reduced to 3000 from 3250.
   . Flux capacity reduced to 5500 from 7000.
   . Shield arc increased to 180deg from 120.
   . Shield efficiency increased to 0.6 from 0.8.

 - Sanctuary:
   . Ship-system switched to Solid State Capacitors from Sensor Drones.
   . Added a flight deck.
   . Armor reduced to 400 from 425.
   . Hull reduced to 3250 from 3500.
   . Flux capacity reduced to 6500 from 7000.
   . Speed raised to 80 from 60

 - Beatitude:
   . Hull reduced to 6000 from 8500.
   . Armor reduced to 750 from 900.
   . Shield arc raised to 180 deg from 120.

 - Revelation:
   . Hull raised to 8000 from 6000.
   . Armor raised to 950 from 750.
   . Speed raised to 55 from 40.

 - Enlightenment:
   . Flux dissipation raised to 1200 from 1000.


BUGFIXES/IMPROVEMENTS:
 - Fixed break-apart bug.
 - Fixed lootable Xeno-Warfare hullmod.
 - Improved systems with more exploration related content.
[close]

Enjoy!
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: K-64 on May 09, 2017, 06:16:22 AM
Seems the latest version has a crash with the Sensor Drones not being in the ship_systems.csv file. Managed to fix it by pasting from the previous version's file, but just thought you'd like to know and all that good stuff.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Tartiflette on May 09, 2017, 06:23:33 AM
Did you properly deleted the mod before installing the new version? That system do not exist anymore. If you did, that means the update is in fact not save compatible, which surprises me but isn't impossible.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: K-64 on May 09, 2017, 06:25:30 AM
Ah, I did just overwrite the folders, that probably had something to do with it. Although changing the csv doesn't seem to have broken anything since my save loaded just fine. But yeah, looks like the issue was in between the chair and keyboard here.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Tartiflette on May 09, 2017, 06:30:15 AM
Never, ever, EVER.... Overwrite a mod's folder. Always delete the previous version beforehand.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: NightfallGemini on May 10, 2017, 03:06:31 AM
I think I'll enjoy the Elevation a lot. Reminds me of the Kushan/Hiigaran Missile Destroyer from the original Homeworld, one of the cooler designs from that game imo
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Igncom1 on May 12, 2017, 10:13:10 AM
I'm absolutely loving the content you have created here!

Do you have any recommendations for using one ship alone? Any ships that stand out as being great when fighting frigates? Any thing I need to know when choosing weapons for these ships?
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Tartiflette on May 12, 2017, 10:20:01 AM
Thanks! The most player friendly ships should be the two new ones: Elevation Cruiser and Grace Destroyer. They should be pretty good at handling anything under their size.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: arwan on May 12, 2017, 04:38:06 PM
If I might make a suggestion. I have only seen large mounts on the battleship so far. I think it would be great if we could get a cruiser with a heavy mount as well. Possibly a synergy mount and a few small / medium synergy mounts on it as well to make a kind of "missile cruiser"
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Tartiflette on May 13, 2017, 02:20:48 AM
If I might make a suggestion. I have only seen large mounts on the battleship so far. I think it would be great if we could get a cruiser with a heavy mount as well. Possibly a synergy mount and a few small / medium synergy mounts on it as well to make a kind of "missile cruiser"
Two of the four cruisers have large mounts.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Takion Kasukedo on May 13, 2017, 05:54:09 AM
Holy *** I need to find a Grace again, that ship, alongside most of the O.R.A with Hardened Shields can take a huge beating to the shields and put out a lot of damage.

Currently, I am having a huge amount of fun with an Animus Harmony (The Plasma Jet Destroyer), but need to find a Grace again haha
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Sy on May 13, 2017, 08:05:43 AM
is Bliss supposed to have such crazy high OP? at 75, it's way above all other frigates. the closest one in vanilla are Hyperion with 65 and Scarab with 60.

Bliss is more expensive than frigate average, but not by a huge amount. the rough amount of OP needed to fill all its weapon slots is also only ~5 above combat frigates like Lasher or Wolf, both of which have 55 OP.

if it needs the OP for balance reasons, i'd say it'd be better to buff some of its base stats a bit and take OP down to 60 or 65. at the moment, getting max flux and max vents on pretty much any loadout seems like a no-brainer, and i still often have enough OP to spare to get several impactful hullmods (and this is without +10% OP from skill).
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Troika on May 27, 2017, 10:48:26 PM
This causes a crash on launch. Something about a missing system in ship data.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Midnight Kitsune on May 27, 2017, 11:23:22 PM
This causes a crash on launch. Something about a missing system in ship data.
Delete and reinstall the mod first
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Bastion.Systems on May 28, 2017, 02:32:56 AM
I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together is wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Igncom1 on May 28, 2017, 04:07:36 AM
Yeah I love the ORA systems and all the possible interactions.

Diable Avionics in comparison rarely interact with the sector at large and are often too far away to visit if your not looking to directly interact with them.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Orikson on May 28, 2017, 04:09:44 AM
I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).

Changing the position of ORA systems would require a revamp of the lore around them. Plus, placing markets into Vanilla star systems is usually not ideal.

On the case of outer systems, the introduction of Sustained Burn basically makes their distance redundant.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Igncom1 on May 28, 2017, 04:18:44 AM
I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).

Changing the position of ORA systems would require a revamp of the lore around them. Plus, placing markets into Vanilla star systems is usually not ideal.

On the case of outer systems, the introduction of Sustained Burn basically makes their distance redundant.

For supplies maybe, not for fuel however.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Phearlock on May 28, 2017, 05:22:15 AM
If you want to flip the argument. Having a set of systems up in the northeast makes them quite good for resupply and refuel when hunting bounties or doing salvage/survey runs in that quadrant of the galaxy. They're not that far away (compared to most other mod markets), with their largest markets being some of the closest.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: PokerChen on May 29, 2017, 10:07:30 AM
 I personally do enjoy ORA and Diable being away from the core systems. Although, the ORA systems are a bit too close together, which reduces the reason to go to the smaller markets (easier to find ships).
 In any case, the actual number of functional systems are smaller (not really worth visiting size 1~4 markets), and if decolonization becomes a thing then ORA will fix itself over the first decade of the game.
Title: Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
Post by: Eternity on May 30, 2017, 10:10:05 AM
Merci Tartiflette pour ce mod que je vais tester de suite ;-)

Many thanks Tartiflette for this mod... I will test it immediatly ;-)
Title: Re: [0.8.1a] Outer Rim Alliance v0.71 (05/06/2017)
Post by: Tartiflette on June 05, 2017, 09:59:14 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.71RC2.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small update for Nexerelin and some minor balance tweaks.

Changelog:
Spoiler
0.71

BALANCING:

 - Bliss:
   . Fortress Shield now has a cool-down and limited charges that regenerate slowly.
   . OP reduced to 65 from 75.

 - Mirth:
   . Shield efficiency reverted to 0.7 f/dmg from 0.6.
   . Shield arc reduced to 120 deg from 180.

 - Sanctuary:
   . Speed reverted to 60 from 80.

BUGFIXES/IMPROVEMENTS:

 - RC2: fixed Nexerelin generation.
 - RC2: Shufffled around the systems.
 - Reduced most ships' FP, should make them available at lower reputation levels.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.72 (15/06/2017)
Post by: Tartiflette on June 14, 2017, 10:59:00 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.72RC3.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Update in preparation for the 3rd Tournament.

Changelog:
Spoiler
0.72

BALANCING:

 - Choir Emitter:
   . Slightly raised the probability of disabling a missile,
   . Better chance to destroy a missile outright.
   . Effect significantly compounded by the ECCM hullmod.
   . Slightly raised the projectile's hit radius.
   . Doubled EMP damage against ships at 70 per shot.
   . Doubled flux requirements.
   . Random AOE removed.

 - Invocation:
   . Second stage reworked as a shockwave AOE.
   . Fire-rate reduced to 10rpm from 15.
   . Damage per shot raised to 2500 from 3x500. (417dps from 300)
   . Flux per shot raised to 3750 from 1500. (625fps from 300)

BUGFIXES/IMPROVEMENTS:

 - Changed some of the smaller market to non-economy ones.
 - Baked Lum'en's coriolis ring into the station sprite since it was vanishing upon loading a save.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.72RC2 (15/06/2017)
Post by: Tartiflette on June 15, 2017, 01:22:18 PM
Turns out there is a mod compatibility issue. Uploaded a fixed version so download the mod again to fix it.
Title: Re: [0.8.1a] Outer Rim Alliance v0.72RC2 (15/06/2017)
Post by: kerghnox on June 19, 2017, 06:45:23 PM
Game crashes whenever I try to sort by name in the planet tab. The crash still happens when ORA + LazyLib and GraphicsLib are the only mods enabled.
Code
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13 (exception)
77711 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14 (exception)
77712 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15 (exception)
77712 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16 (exception)
78016 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 48 out of a maximum 50 trade fleets in play
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Ragnar Complex] to spawn trade fleet from
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Eldfell]
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Food]; volume: 60
78017 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 1 for market [Ragnar Complex] (volume: 60)
78018 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 20 point economy fleet from [Ragnar Complex] to [Eldfell]
78156 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 5 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
78157 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-51.010162, -10496.24]
78396 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [chicomoztoc|tigra_city]: trade (s: 10, l: 2), smuggling: (s: 0, l: 0)
78628 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 29 out of a maximum 30 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
78631 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[3300.0, -500.0]
78739 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 6 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
78741 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[400.0, -9400.0]
78978 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.0040069437, is now 0.17403217
78979 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.0040069437, is now 0.17703737
79008 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
79145 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 34 out of a maximum 35 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79146 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-17200.0, -7500.0]
79168 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
79168 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
79260 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 6 out of a maximum 13 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.BountyPirateFleetManager]
79261 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[397.02985, -9395.82]
93524 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
93560 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.ÖÖÔ000(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OOoO.if.return$new(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.OOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.O0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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)
93670 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
93670 [Thread-10] INFO  sound.OooO  - Playing music with id [campaign_music_part_2_v28.ogg]
Title: Re: [0.8.1a] Outer Rim Alliance v0.72RC3 (20/06/2017)
Post by: Tartiflette on June 20, 2017, 12:07:52 AM
Okay, I missed one buggy station when I was trying to make some of the markets non-economy. Fixed it as well as fixed the Lum'en Station loosing its coriolis ring upon loading a save.

While this update won't break your save, the fix will only apply on a new game. Use Save Transfer to keep your progress.
Title: Re: [0.8.1a] Outer Rim Alliance v0.72RC3 (20/06/2017)
Post by: HELMUT on August 10, 2017, 01:35:07 PM
I decided to play an experimental campaign using only autopilot (except for early game) and trying to exploit the advantages of the leadership and tech skills. I went with ORA for this campaign, mostly because i haven't had the chance to try them yet, and because i thought space broadsides would work well with this strategy. This'll be a little different than my usual feedback posts, since i didn't really piloted any ships, i don't really have a precise opinions about them. Instead, i'll talk about my choices and my feeling about the ORA fleet i build.

As Tartiflette can probably attest from my moans of frustration on the Discord chat, early game was hard. I got careless with my starter Mirth in the beginning, and lost it quickly to pirates. I failed to find another one for a long while, and relied instead on the Bliss frigates. Big mistake, the Bliss is pretty much a trap option for early game. It is fairly slow at 120su (as much as a Lasher), and while his compact fortress shield works well to tank alpha strikes, it deals quite poorly being pressured. It is more or less hard-countered by the fast and numerous pirates i encountered.

So yeah, it didn't went well. I had to restart after a few fights.

I got myself a Harmony destroyer for my second start, making things easier. Its exceptional mobility was very useful to catch even the swiftest frigates, and while getting the whole broadside trick took me a little bit, it worked quite well. As much as i wanted to try those ORA blasters, i knew from my tests in the simulator those would not work for early game skirmishes. Instead, i went first for a bread and butter IR pulse/Ion cannon boat with Safety Override, which i later upgrade to an asymmetrical phase lance boat. That was also the moment i realised how important Accelerated Shield is for ORA, they needs to cover their long profile as quickly as possible to avoid taking unnecessary damage. Extend shield is nice too, but as i eventually learned that ORA needs more hullmods that they can afford.

After grinding a sufficient amount of pirates with my Harmony, my hard earned money was spent on a pair of Communion carriers, something to relieve some pressure off my Bliss frigates. I couldn't quite afford the Fervor gunships though, so i went for the cheap Talon option, this also allowed me to stack ECM package and Nav Relay on them. The Communions made my life much easier, and from there money started to roll in much quicker, allowing me to grow further the fleet. I felt confident enough in letting the AI pilot the flagship, letting me command the rest of the fleet thanks to the Operation Center hullmod.

As i was very satisfied with the performances of my Harmony, i decided to add a few more to my band, as well as a bunch of Bliss frigates (why was i even bothering with those anyway?). It was also the time i felt i could try those long range ORA blasters. I was disappointed with the results. Obviously my fleet wasn't quite big enough to to drown the screen in a Touhou-esque amount of bullets, but still, the very slow projectiles made the Lithany/Eschewal too unreliable to catch frigates/destroyers, even in large numbers. I find the solution by looking at Orikson's ORA tournament's fleet. If i can't hit a moving enemy, perhaps i can hit one that stays still? It's time to load on ion weaponry.

I wasn't too hot about dedicating precious mounts to ion weapons, so i let that duty to fighters. A bunch of Claws and Xyphos suddenly drastically increased the precision of my ships. Because of this reason, i found Converted Hangar to be invaluable for ORA, and all my destroyers/cruisers were soon accompanied by their own Xyphos wings, bringing solid point defenses as a bonus. I also replaced most of my cheap interceptors with Fervor gunships too, those proved very useful for my fleet as well. The Choirs brought a welcome, if small, amount of EMP, the flares distracted the PDs from the blaster shots (Lithany Throwers's projectiles are like missiles for those that don't know) and the Calling launcher brought... Erh, more dakka? Never enough of that.

Things were going smoothly so far, i added a few more ships, some Sanctuary destroyers, which fulfilled a very similar role to my Harmonies. Also a longbows loaded Felicity carrier, which became my new command center. In battle, my fleet was separated in three groups, the larger carrier group, compromised of Communions, Sanctuaries and the Felicity, which was used as an anvil to push the enemy's fleet where i wanted. And then two smaller squad of Harmonies and Bliss, hunting the stragglers that my "anvil" managed to separate from the main group. Despite not participating directly in battles, my fleet was able to take down even high-levels bounties, including IBBs with those tactics.

As time went on however, battles began to drag on longer that i wanted to. My blaster spam started to show its limit against heavier armor, and i needed to quickly improve my fleet's overall firepower to keep going. I experimented a few different loadouts for my Harmonies that were forming the bulk of my fleet. I went with a few Typhoons launchers in the Synergy slots. I'm usually not that keen on unreliable, unguided torpedoes but since my numerous Xyphos were able to paralyse whatever i was focusing on, i thought it would work well enough. And it did, although the limited ammo would cause me issues in prolonged engagements.

I eventually got myself some more cruisers, two more Felicity, both loaded with Tridents and Daggers, since i still needed more raw damage. Also a pair of Revelation and an Elevation. Those three were outfitted as mobile artillery, it was a good chance for me to try the Invocation Launcher. The ability to fire a long range, guided projectile going over my own ships is amazing, there's no reason for my cruisers not to be constantly firing that thing. As such, Advanced Turret Gyros tends to be mandatory on the Revelation to constantly keep track of the target. Sadly, even with lvl 3 loadout design, choosing where to invest my OPs was getting tricky. Accelerated shields, ITU, Converted Hangar, Advanced gyros, extended shields... I wanted them all, but it would be at the cost of my capacity/dissipation. My support ships probably didn't needed those too much, but my frontline destroyers? Difficult choices... I preferred to sacrifice a few hullmods (Extended shields, Extended racks) for a bit more flux capacity, in case they end up in tricky situations.

The other ships i purchased throughout the end game were just more of the same. The Enlightenment battleship was "just" a heavier Revelation. The Beatitude cruiser, a slower but punchier Harmony. Similar loadouts, similar roles. Oh, and i still had Bliss frigates still laying around somehow, they didn't fulfilled any purpose asides from cannon fodder. I didn't even needed them as dedicated PD platforms, similar to the Centurion/Monitor, since ORA carriers comes with a built-in Wasp interceptors, and the  bucketload of Xyphos i fielded resolved all  potential issues about missiles and fighters.

Unfortunately for me, this strat eventually showed its limit against end-game opponents. Being always outnumbered, my shrinking deployment point capacity prevented me from deploying a sufficient amount of ships to properly control the battlefield. Since my tactics about surrounding a target and finishing it with torpedoes couldn't work anymore, i was stuck on the defensive all the time, only saved by my long range artillery, until CR started to wear me down. Of course, a player controlled flagship surely would have done the trick in this situation, but given i was too busy playing with plastic soldiers aboard my operation center...

I still managed to get to the final IBB, but gave up trying to take down the three mod-battleships. Not enough ships, not enough CR, not enough hullmods, not enough of everything. That was still quite a surprisingly fun campaign, and it inspired me quite a bit in how to properly build fleets.

I would have liked if ORA had more options for fleet-wide support options. I know Tyrador have a fighter AOE buff hullmod, and somehow hoped for something similar during this campaign, especially since ORA ships rely so heavily on each others. Ideally though,  Alex should try to develop a bit more the global in-battle bonuses like Nav Relay and ECM, the idea is good but sadly currently too limited in my opinion. If you have ideas for "support' abilities for ORA though, i certainly won't complain.
Title: Re: [0.8.1a] Outer Rim Alliance v0.72RC3 (20/06/2017)
Post by: FreedomFighter on August 10, 2017, 01:57:36 PM
I found ORA having a hard time keeping the battleline since their ship is long and it need to do broadside which eat up a lot of space. Enemy fleet with forward facing ship seem to get their guns on me more than i put on them. Although ORA ship make a great aux force. Most of them are bloody fast with their system. They are also great at doing pincer maneuver since if enemy fleet starting to collapse and falling back, ORA ship still be able to keep their broadside on them while your main fleet with vanilla ship pressure them from bottom. The ship itself having a problem operating on their own agenda but once you mix them in your fleet along with the other ship, they are damn good at padding on left or right flank.
Title: Re: [0.8.1a] Outer Rim Alliance v0.72RC3 (20/06/2017)
Post by: Tartiflette on August 11, 2017, 01:01:09 AM
Thanks Helmut, I will mull over that some.
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: Tartiflette on August 14, 2017, 12:01:38 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.73RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Quick update after Helmut's feedback that for the most part matched my own feeling about the mod. Some ship systems have been shuffled around, some effects tweaked, the Litany Thrower is now significantly different and there is one new weapon in ORA's arsenal: The Echoes Caster! A medium range EMP shockwave weapon that deals slightly sub-par damage but can affect a lot of targets at once. It excels at taking down entire volleys of missiles and wings of fighters! (And yes, plural "Echoes", get over it!)

Spoiler
(http://i.imgur.com/1vcfhDJ.gif)
[close]

Changelog:
Spoiler

0.73

NEW CONTENT:

 - Echoes Caster:
   . Medium sized EMP shockwave caster.

BALANCING:

 - Litany Thrower:
   . Reworked as a decent damage burst fire weapon with slow ammo regen and slightly unreliable medium range.

 - Invocation Launcher:
   . On hit effect now slows down the target instead of pushing it away,
   . Effect triggers on hull hit too instead of only shield impacts.

 - Eschewal Projector:
   . Added same on hit effect as the Invocation Launcher.

 - Bliss:
   . Shield arc raised to 300 from 240,
   . Flux capacity increased to 4000 from 3000,
   . Most logistic stats slightly improved.

 - Grace:
   . Ship system changed to Solid State Capacitors from Heavy Teleporter.

 - Communion:
   . Ship system changed to Long Range Wings Coordination from Interdictor Array.

 - Sanctuary:
   . Weapon slots types shuffled,
   . Added built-in ECM Package and Nav Relay hullmods,
   . Ship system changed to Arc Emitter from Solid State Capacitors.

 - Elevation:
   . System changed to High Energy Focus from Reserve Deployment.

 - Fervor:
   . Now equipped with a Litany Thrower instead of a Calling.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: Takion Kasukedo on August 14, 2017, 02:27:23 AM
o.o that EMP shockwave is pretty.
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: FreedomFighter on August 14, 2017, 03:40:21 AM
It kinda like Dragonborn's shout. This gotta be great at disable an entire fight wings.
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: Mr. Nobody on August 14, 2017, 04:51:54 AM
(And yes, plural "Echoes", get over it!
Act 1, 2 or 3?
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: A Random Jolteon on August 15, 2017, 06:29:46 PM
It kinda like Dragonborn's shout. This gotta be great at disable an entire fight wings.
FUS-RO-...Uh...EMP! FUS-RO-EMP!...Erk...Lame jokes with A Random Jolteon folks. Bask in the crud that it is.


Anyway, I'll try out this mod again as I have gotten a little better at the game. (AKA, I will actually remember I have a shield/phase capability) Tomorrow (after I post this) I'll do a campaign with Blackrock and Neutrino (Falken is Love, Falken is Life) to go along with ORA. I may give information for either each in-game month, or each IRL day (or two...because I play nothing but starsector...because no life = happy fun times).
In other words: Brace for feedback...This time with some "Drove the ship personally" stuff, rather than command tab stuff. (Not hating ya Helmut, just wanna get the personal commanding in as well)

(Edit: ...I just realized why I hate driving/flying broadside ships...I SUCK with them.)
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: Takion Kasukedo on August 23, 2017, 07:10:57 AM
Oooo blimey, those EMP Crescents and the stop-shunt cannons (Invocation Launchers) can be a real pain in the ass and a helper as well.

The Invocation halts, the Echoes Caster disrupts, then the enemy has to forcefully take the barrage.
Title: Re: [0.8.1a] Outer Rim Alliance v0.73 (14/08/2017)
Post by: Ratheden on September 08, 2017, 05:13:47 AM
A quick note, the moon "Spin" in the Valis Star System, does not show up for me, just its name.
Title: Re: [0.8.1a] Outer Rim Alliance v0.74 (27/09/2017)
Post by: Tartiflette on September 24, 2017, 06:56:41 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.74RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Minuscule maintenance update to fix one annoying bug. Won't break your saves.

Changelog:
Spoiler
0.74

BUGFIXES/IMPROVEMENTS:

 - (finally) Fixed a mod incompatibility regarding some visual effects.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.75 (2017/01/09)
Post by: Tartiflette on January 09, 2018, 11:43:09 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.75RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small post tournament patch: Lots of small buffs to the Sempiternal Repeater, the Echoes Caster, the Eschewal Projector and most ships.

Changelog:
Spoiler
0.75

BALANCING:

 - Sempiternal Repeater:
   . Turn rate vastly increased.

 - Echoes Caster:
   . EMP arching range and damage slightly increased.

 - Eschewal Projector:
   . Flux per shot reduced to 500 from 600 (1.25 flux/dmg from 1.5).

 - Frigates/Destroyers:
   . Small flux stats buff.

 - Cruisers:
   . Small shield efficiency buff.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.76 (2017/02/22)
Post by: Tartiflette on February 21, 2018, 04:36:46 PM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.76RC2.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

   It's Update Time, and this one is meaty! From starters, WEAPONS! You will now be able to buy the Recital Deliverer, a small energy weapon that has an increasing rate of fire and flux efficiency the longer the burst it fires. And you will encounter the Calling Scatterer, a large energy weapon that fires a bunch of high damage orbs in the general direction of the enemy, and doubles up as a makeshift flux-free PD weapon when not in active use.


(https://i.imgur.com/hbSr2PDl.jpg) (https://i.imgur.com/hbSr2PD.jpg)

(https://i.imgur.com/i5ejT2ol.jpg) (https://i.imgur.com/i5ejT2o.jpg)


Spoiler
(https://i.imgur.com/ItNv14a.gif) (https://i.imgur.com/VFPB5mw.gif)
[close]


   Then there are pair of new WINGS OF FIGHTERS: the Wisdom-class Interceptor, and the Allure-class Antimatter Bomber.


(https://i.imgur.com/g2D1niIl.jpg) (https://i.imgur.com/g2D1niI.jpg)

(https://i.imgur.com/NK1x1b6l.jpg) (https://i.imgur.com/NK1x1b6.jpg)


   And last but certainly not least: the Discernment-class Strategic Carrier!


(https://i.imgur.com/xM7yjC9l.jpg) (https://i.imgur.com/xM7yjC9.jpg)

Spoiler
(https://i.imgur.com/cM3NUvf.jpg)
[close]


And as usual a bunch of bugfixes and stuff nobody really care about. Except maybe for this one: the proliferation of debris fields you can see when entering some systems is actually caused by a small vanilla bug that Nexerelin will probably fix in its next release. In the meantime however you can install the console command mod and use state to print a breakdown of the content of your save, and check if there are a bunch of debris fields bloating your save and slowing down your game. If that's the case (say, more than 500) use state true to allow the command to erase every combat generated fields in the sector. If done at regular intervals, it could help prevent some case of save corruption.

This update should be save compatible.

Changelog:
Spoiler
0.76

NEW CONTENT:

 - Discernment-class strategic carrier:
   . 11 medium turrets of awesomeness,
   . 14 small mounts of triumph,
   . 8 flight decks of glory.

 - Wisdom-class interceptor:
   . Fast and well armed,
   . Unshielded and somewhat bulky.
   . Replace the Wasps as built-in wings on all ORA carrier.

 - Allure-class bomber:
   . Wing of one shielded bomber,
   . Equipped with two antimatter bombs.

 - Recital Deliverer:
   . Small assault energy weapon,
   . Low fire-rate and bad flux efficiency that both rise with longer bursts.

 - Calling Scatterer:
   . Large assault energy weapon,
   . Throws a bunch of highly damaging plasma orbs in the general direction of the enemy,
   . Very flux efficient but can be blocked by PD,
   . Doubles-up as a flux-free makeshift PD weapon when not in active use.

BALANCING:

 - Harmony-class destroyer:
   . Reduced OP to 105 from 125.

 - Fervor fighter:
   . Removed Flare launcher,
   . Flux capacity reduced to 1000 from 1500.

BUGFIXES/IMPROVEMENTS:

 - Fixed missing flavor text in one of the hidden refuges.
 - Added a console command to check the content of the sector for debugging purposes (doesn't belong to this mod in particular but a useful tool).
 - Ship bounds optimization pass.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.76 (2017/02/22)
Post by: Kwbr on February 21, 2018, 04:58:12 PM
oh baby
Title: Re: [0.8.1a] Outer Rim Alliance v0.76 (2017/02/22)
Post by: A Random Jolteon on February 21, 2018, 05:31:53 PM
...That carrier not only carries a massive amount of fighters, it has a massive amount of weapons.

I know what I am getting now!
Title: Re: [0.8.1a] Outer Rim Alliance v0.76 (2017/02/22)
Post by: cjuicy on February 26, 2018, 10:58:23 AM
I'm getting Touhou flashbacks looking at the Calling Scatterer. Great update.
Title: Re: [0.8.1a] Outer Rim Alliance v0.77 (2017/03/03)
Post by: Tartiflette on March 03, 2018, 08:06:20 AM

(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.77RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Tournament update, mostly OP nerfs, from mild to significant.

Changelog:
Spoiler

ORA

0.77

BALANCING:

 - OP changes:
   . Bliss, -5op to 60,
   . Mirth, -5op to 55,
   . Communion, -5op to 70,
   . Sanctuary, -25op to 110,
   . Grace, -25op to 100,
   . Harmony, -5op to 100,
   . Felicity, -20op to 135,
   . Elevation, unchanged,
   . Revelation, unchanged,
   . Beatitude, -25op to 190,
   . Discernment, -50op to 300,
   . Enlightenment, unchanged.

 - Sanctuary now has built-in Wisdom wing.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.78 (2017/04/22)
Post by: Tartiflette on April 22, 2018, 03:27:07 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.78RC1.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Post Tournament update, wings adjustments.
No save will be harmed when applying this patch.

Changelog:
Spoiler
0.78

BALANCING:

 - Wisdom Interceptor wing:
   . Now armed with a Choir Emitter and a fighter Swarmer,
   . Fighter count raised to 4 from 3.

BUGFIXES/IMPROVEMENTS:

 - Allure AM Bomber wing ordinance now waits to be aligned to fire.
[close]
Title: Re: [0.8.1a] Outer Rim Alliance v0.79 (2018/10/11)
Post by: Tartiflette on October 11, 2018, 08:01:33 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.79RC2.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Adds a Super-frigate to ORA's lineup, the Ascension-class, available with Nexerelin's super start.

(https://i.imgur.com/yIsFLLU.jpg)

As well as a bunch of minor nerfs to a few balance outliers.
This update shouldn't break any saves but some ship variants might be above the OP limit.

Changelog:
Spoiler
0.79

NEW CONTENT:

 - Ascension-class advanced frigate:
   . Crowd-control.
   . Leech maneuverability from nearby enemies.
   . Expensive and fragile.

BALANCING:

 - Calling Scatterer:
   . Fires in bursts.

 - Frigates:
   . Maneuverability slightly increased overall.

 - Communion-class carrier:
   . Speed reduced by 15 to 35.

 - Harmony-class destroyer:
   . Shield efficiency lowered to 0.7 from 0.6.

 - Beatitude-class cruiser:
   . Shield efficiency lowered to 0.7 from 0.6.
   . OP reduced by 10 to 180.

 - Revelation-class cruiser:
   . OP reduced by 20 to 150.
   . Flux dissipation increased to 800 from 700.


BUGFIXES/IMPROVEMENTS:

 - Added new Nexerelin starts.
[close]
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 18, 2018, 01:23:04 AM
O.9.0a COMPATIBILITY UPDATE

(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.80rc3.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Please note that this is a very barebone compatibility update that do not yet leverage all the new fancy stuff we got from 0.9. A properly integrated version will come later when I have fewer fires to put out.

O.R.A. now REQUIRES MagicLib to work. While having an additional library to get may look like an inconveinience, it will help avoid a lot of bugs and should lead to better performances overall.

Changelog:
Spoiler

0.80

Barebone 0.9.0 compatibility update.
[close]
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: General Bubbles on November 18, 2018, 07:32:17 AM
Uh, hi! So i noticed that when the bombers from your faction deploy their bombs, my game CTD. I've tested it a few times now and within a second of your bombers loosing their payload, the game crashes. I dunno what's causing it, I just thought Maybe you could take a look at it for me? I'm itching to get into this again, and your carrier is my absolute favourite. I'll be gutted if I can't use your bombers any more :/
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 18, 2018, 07:54:31 AM
Oooops, missed one of the new lines in the new MIRV projectile specs... That's what you get trying to get everything up too fast I suppose. Links are updated with a fix, appologies for the inconveinience.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: General Bubbles on November 18, 2018, 07:56:48 AM
You're a superstar! Much appreciated! (Will go test!)

[EDIT]
Bombs are now bombing! Thanks for the rapid repair!
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 18, 2018, 11:39:39 PM
Second hotfix to solve the flux issue on the Calling Scatterer. The download links have been updated.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Piemanlives on November 19, 2018, 03:08:29 AM
Mmm...

Ok, so it appears that it is impossible to turn in quests on Lumen station. Other ORA planets I can turn in procurement contracts and bar jobs just fine but when I went to Lumen Station to turn in a quest the game gave me the hint to return with my transponder off despite the quest itself saying the recipient was operating in the open so I wouldn't have needed to. So I left and came back with it off, where it proceeded to tell me the same thing. This wasn't an issue I'd encountered in .9 till now and indeed seems to be endemic to Lumen Station and nowhere else for some reason.

Also Lumen Station does not have a spaceport and is thus incapable of actually importing or exporting anything but that might be intentional to keep traders from visiting what should be a secure location.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 19, 2018, 03:45:35 AM
You can't dock on Lu'men until you are friendly enough with ORA. That's a pretty special station that will get some special tricks in the future hopefully.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Piemanlives on November 19, 2018, 03:50:30 AM
Assumed as much, that said getting missions one can't actually complete is a bit annoying but I suppose I'll just have to avoid the place in the immediate future...

And also find a place to dump this shipment of... supplies. Yes. Supplies that are definitely not drugs, most certainly not.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: horngeek on November 19, 2018, 04:52:05 PM
I assume that when you say 'bare-bones', you mean that there aren't construction blueprints for ORA ships just yet?
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 20, 2018, 12:20:40 AM
A release without blueprints wouldn't be "barebone", it would be useless. Barebone means basic implementation of the new features, no custom spacebar content, no custom industries, no custom stations and a single blueprint package for everything.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: horngeek on November 20, 2018, 12:48:21 AM
Fair enough- I know nothing about the underlying code structure of Starsector, and how 0.9 works, so.  I assume that without blueprints, the ORE itself wouldn’t be able to make their own ships or something like that?
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 20, 2018, 01:16:27 AM
But... They have blueprints!
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: horngeek on November 20, 2018, 01:37:51 AM
Yeah I’m asking why it'd be completely useless if they *didnt* have blueprints and making a guess, sorry for being completely unclear here.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: coldfire142 on November 20, 2018, 10:46:57 PM
>_< I had a dalivery of goods to the factory and could not access the market nor, would it accept delivery of the goods. I ended up having a fleet of battle ships and cruisers on my bum for failure to deliver. This was only 1hour in game because i could not deliver goods to the factory.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80 (2018/11/18)
Post by: Tartiflette on November 21, 2018, 01:12:44 AM
I'm aware of that issue but have no idea how to prevent it since I'd like to keep that market access to allies of the ORA only.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80rc4 (2018/11/22)
Post by: Tartiflette on November 22, 2018, 12:42:14 AM
(Not so) Hot-fix time!

Fixed the Lu'men issue by allowing docking to the station but not trading below favorable standing.
Update available in the OP
Title: Re: [0.9.0a] Outer Rim Alliance v0.80rc4 (2018/11/22)
Post by: Mordgier on November 23, 2018, 12:50:14 PM
Been playing with this mod for over 12h - not a single blueprint - am I just unlucky? Is there something special I'm supposed to do?

Title: Re: [0.9.0a] Outer Rim Alliance v0.80rc4 (2018/11/22)
Post by: Tartiflette on November 23, 2018, 03:09:16 PM
Not really unlucky, they just only rarely drop from research stations. Future versions will have better drops.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80rc4 (2018/11/22)
Post by: sinani210 on November 23, 2018, 07:06:24 PM
I'm still having the Lu'men bug on rc4. I'm currently favorable with the ORA but I can't trade at Lu'men or complete any procurement contracts there.
Title: Re: [0.9.0a] Outer Rim Alliance v0.80rc4 (2018/11/22)
Post by: Tartiflette on November 24, 2018, 12:33:11 AM
I think it only works on new saves. But otherwise it unlocks at friendly.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81 (2018/11/25)
Post by: Tartiflette on November 25, 2018, 06:21:17 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.81rc2.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Polished integration to 0.9.0a. This should behave seamlessly with vanilla and is pretty much done, including proper blueprint drops. The only missing part is the single custom station required for Lu'men, but since it's rarely interacted with that is a very low priority.

It should not break your save, but most of the changes will only affect new campaigns.

Changelog:
Spoiler

0.81

BUGFIXES/IMPROVEMENTS:

 - Proper running economy and planet conditions.
 - Updated interaction dialogs.
 - Added proper Commission dialog.
 - Added second and rarer blueprint package.
 - Added individual ship wing and weapon blueprints.
[close]
Title: Re: [0.9.0a] Outer Rim Alliance v0.81 (2018/11/25)
Post by: Beobachter on November 25, 2018, 01:55:28 PM
Uh Tartiflette, should the ORA care about saturation bombardments?
https://clips.twitch.tv/TenaciousAthleticGarlicPicoMause (https://clips.twitch.tv/TenaciousAthleticGarlicPicoMause)
(Taken from FantasticChimni's stream 11/25/2018)
Title: Re: [0.9.0a] Outer Rim Alliance v0.81 (2018/11/25)
Post by: Piemanlives on November 25, 2018, 09:07:07 PM
I think it only works on new saves. But otherwise it unlocks at friendly.
Can confirm that it does not actually work, started a new game with the polished version and Lu'men still isn't letting me deliver stuff.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81 (2018/11/25)
Post by: grinningsphinx on November 26, 2018, 12:13:59 AM
ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: Tartiflette on November 26, 2018, 01:27:06 AM
(http://i.imgur.com/c2wbx3N.png) (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_V0.81rc2.7z)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

This is bothering me a great deal because I cannot reproduce that bug. Anyway, since I can't fix it, I just removed the entire restricted trading with Lu'men.

Changelog:
Spoiler

0.81
rc2: Removed Lu'men trade restrictions entirely due to infrequent bug
[close]

ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?
They have 8 individual markets, a lot of them very small against 11 Hegemony markets, or 13 League markets, so no.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: Sy on November 26, 2018, 06:15:42 AM
ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?
are you maybe confusing Persean League markets with ORA's? because they have a rather similar text color, and are both mainly situated in the same core world quadrant, so it would be an easy mistake to make.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: grinningsphinx on November 26, 2018, 07:47:41 PM
ORA likely has too many markets at game start....11 is... even hegemony doesnt have that many markets, and some of the Heg's are in shared systems. Doesnt seem like to many to you?
are you maybe confusing Persean League markets with ORA's? because they have a rather similar text color, and are both mainly situated in the same core world quadrant, so it would be an easy mistake to make.

Nope...they have 11. just restarted a new game and recounted.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: Spess Mahren on November 29, 2018, 04:19:11 PM
It appears Torment Listening Post is bugged because the market and colony overview is completely blank so it's always first to decivilize.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: Tartiflette on November 29, 2018, 04:43:54 PM
Only if you  are using an outdated version of ORA or didn't started a new save since the update.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: Tartiflette on December 11, 2018, 12:34:20 PM
For those that thought the ornate look of ORA was off-putting and those that just want a cleaner "Wet Navy" experience, you can now download an alternative look pack HERE (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_ALTERNATE_LOOK.7z)

(https://i.imgur.com/0vpGF7Vl.png) (https://i.imgur.com/0vpGF7V.png)
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Tartiflette on December 13, 2018, 05:39:35 AM
Small maintenance update to iron out the last quirks of the mod:

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

Download available in the OP. (http://fractalsoftworks.com/forum/index.php?topic=11646)
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Bastion.Systems on December 13, 2018, 07:04:30 AM
- Changed the faction colors for something farther from the League's gold.

Great change, I can't remember all the times in 0.8 Nexelerin where have been at war with ORA and accidentally jumped into their major world to get blown up.

Also the alternate color scheme just feels more suitable with the aesthetics of the sector.
Title: Re: [0.9.0a] Outer Rim Alliance v0.81rc2 (2018/11/26)
Post by: Mr. Nobody on December 13, 2018, 07:24:38 AM
For those that thought the ornate look of ORA was off-putting and those that just want a cleaner "Wet Navy" experience, you can now download an alternative look pack HERE (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_ALTERNATE_LOOK.7z)

(https://i.imgur.com/0vpGF7Vl.png) (https://i.imgur.com/0vpGF7V.png)

I appreciate the choice but why would anyone in their right of mind go around in ships that DON'T have gold trimmings all along the hull given the chance?
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Igncom1 on December 13, 2018, 02:16:39 PM
We can't have our troops going to war without the bling now can we?
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Recklessimpulse on December 13, 2018, 07:50:28 PM
Ohh maybe those could be the version sold in the open market and the ones sold in the military market or used by the fleet proper would be ornate?
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Tartiflette on December 13, 2018, 11:49:56 PM
Given how common V-RAM issues are getting, it's not going to happen.
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Regularity on December 14, 2018, 07:47:41 AM
I'm not sure if it's just my game, but the Lum'en Factory is always starved for resources, desperately so. Not long after starting a new game I managed to get 500000 credits in missions hauling stuff to Lum'en from other places in system within the timespan of a month.

I think the combination of being in a relatively isolated system, along with the huge distances to the nearest planet, combined with the lack of starport (-100% access) completely ruin its economy. By extension its defenses are also ruined, since they lack the supplies to run.
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Tartiflette on December 14, 2018, 10:55:02 AM
The lack of a Spaceport is actually a mistake.
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: grinningsphinx on January 04, 2019, 09:11:23 AM
Calling Scatterer is missing turn rate information.
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Wyvern on January 04, 2019, 10:12:59 AM
The lack of a Spaceport is actually a mistake.
This can be fixed on a per-game basis via the console commands mod; the relevant command is:
Code
RunCode Global.getSector().getStarSystem("Valis").getEntityByName("Lum'en Factory").getMarket().addIndustry("spaceport")
Title: Re: [0.9.0a] Outer Rim Alliance v0.83 (2019/01/05)
Post by: Tartiflette on January 05, 2019, 08:41:59 AM
(http://i.imgur.com/3F2EkQB.jpg)

Preemptive update for Nexerelin as well as some minor balance tweaks.

Download link in the first post.

Changelog:
Spoiler
0.83

 - Updated compatibility with Nexerelin.

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

BUGFIXES/IMPROVEMENTS:
 - Added spaceport to Lu'men station.
 - Downgraded Marble's nanoforge to corrupted from pristine.
 - Added missing turn rate information to the Calling Scatterer.
 - Shuffled some blueprints, neither BP package contains any capital ship like vanilla.
 - Deactivated the "material maps" for GraphicLib, that had only a minor visual impact but significantly increased VRam usage.
[close]
Title: Re: [0.9.0a] Outer Rim Alliance v0.83 (2019/01/05)
Post by: Silver Silence on January 25, 2019, 12:26:40 AM
Hey there, Tart.

Through a combination of Nexerelin's random systems and ORA, I seem to have broken ORA stations. These stations have existed in system for longer than I have so I'm not sure what's causing the breakage. Flying to one (https://cdn.discordapp.com/attachments/176158444951306240/538271342185807872/20190125081733_1.jpg) results in an inability to attack it and hovering over it in the campaign map crashes the game to desktop with this error. I *did* update Nex from 0.9 to 0.9b but nothing in the changelog would indicate a fiddling with stations to me. I'm gonna crosspost this to the Nexerelin thread because I'm not entirely sure if I'm at fault for updating mods mid-campaign (probably), Nex is wigging out on me or ORA is wigging out on me.

Code
1470738 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.if.float(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.0a] Outer Rim Alliance v0.83 (2019/01/05)
Post by: Histidine on January 26, 2019, 05:52:28 PM
What mods were you using? Fleet inflater is known to crash from invalid fighter wings or variants.
Title: Re: [0.9.0a] Outer Rim Alliance v0.83 (2019/01/05)
Post by: Straticus on January 28, 2019, 05:22:37 AM
Hey there, Tart.

Through a combination of Nexerelin's random systems and ORA, I seem to have broken ORA stations. These stations have existed in system for longer than I have so I'm not sure what's causing the breakage. Flying to one (https://cdn.discordapp.com/attachments/176158444951306240/538271342185807872/20190125081733_1.jpg) results in an inability to attack it and hovering over it in the campaign map crashes the game to desktop with this error. I *did* update Nex from 0.9 to 0.9b but nothing in the changelog would indicate a fiddling with stations to me. I'm gonna crosspost this to the Nexerelin thread because I'm not entirely sure if I'm at fault for updating mods mid-campaign (probably), Nex is wigging out on me or ORA is wigging out on me.

I noticed this happened when updating some mods during an early playthrough in Nex; although some updates may not immediately break saves, there will be fleet definitions that include content that no longer exists or has been renamed. When you arrive in system, the game tries to 'inflate' those definition to actual fleets and crash when it encounters any content that it can't resolve. The only cure (for me) was to start a new game...
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Tartiflette on January 31, 2019, 05:02:02 AM
(http://i.imgur.com/c2wbx3N.png) (http://fractalsoftworks.com/forum/index.php?topic=11646)

Small balance update for the tournament on the weapons prices... But since that would be sad I also threw in a new weapon:

(https://i.imgur.com/QF61N1G.jpg)


Download available in the OP. (http://fractalsoftworks.com/forum/index.php?topic=11646)

Changelog:
Spoiler
0.84

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

BALANCING:
 - All weapons prices adjusted to match 0.9 vanilla values.
[close]
Title: Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
Post by: Mr. Nobody on January 31, 2019, 05:22:04 AM
We made our missile launcher hit everywhere at once
NOW DAT'Z PROPPA ORKY
Title: Re: [0.9.0a] Outer Rim Alliance v0.84 (2019/01/31)
Post by: Wyvern on February 20, 2019, 11:40:33 AM
The prayer sender is neat; easily one of my favorite missile weapons, now. 

And a small suggestion: could you remove the carrier tag from the Elevation, at least until 0.9.1?  Even as a "combat" carrier, it still gets the carrier auto-escort behavior where it hides behind other ships, which is... not ideal behavior for what is otherwise an excellent frontline combatant.
Title: Re: [0.9.0a] Outer Rim Alliance v0.84 (2019/01/31)
Post by: Shad on February 20, 2019, 04:27:47 PM
Prayer Sender is a really nice. A good in-faction alternative to using Exalts. Works really well with Discernment as a way support your fighters to soften up enemies, since ORA fighters aren't good at dealing damage.
Title: Re: [0.9.0a] Outer Rim Alliance v0.84 (2019/01/31)
Post by: Pyrce on March 10, 2019, 06:18:19 PM
FYI a few files need to have the ORA portion of their filename lowercased to load on linux.

graphics/ORA/graphics/weapons/ORA_prayerT.png
graphics/ORA/graphics/weapons/ORA_prayerH.png
graphics/ORA/maps/weapons_normals/ORA_prayerH.png
graphics/ORA/maps/weapons_normals/ORA_prayerT.png

Has to be changed to "ora_" or the asset loader can't find them

graphics/ORA/graphics/weapons/ora_prayerT.png
graphics/ORA/graphics/weapons/ora_prayerH.png
graphics/ORA/maps/weapons_normals/ora_prayerH.png
graphics/ORA/maps/weapons_normals/ora_prayerT.png
Title: Re: [0.9.0a] Outer Rim Alliance v0.84 (2019/01/31)
Post by: Fantastic Chimni on March 11, 2019, 10:08:19 PM
Any idea what part of this could cause a nullpointer? Was about 30 mins into a dickerson battle and got this error thrown

Code
2460854 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.ORA_callingAI.<init>(ORA_callingAI.java:41)
at data.scripts.ORA_modPlugin.pickMissileAI(ORA_modPlugin.java:35)
at com.fs.starfarer.launcher.ModManager$6.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickMissileAIOverride(Unknown Source)
at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.J.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.J.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.??00(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Code
 System info:
---------------
Game version: Starsector 0.9a-RC10
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, windowed)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms8192m -Xmx8192m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Active mod list:
------------------
Regular mods (32):
 - Arsenal Expansion 1.5.3d by Inventor Raccoon
 - Blackrock Drive Yards 0.9.2 by cycerin & co.
 - Dassault-Mikoyan Engineering 0.9.9e by Soren
 - Diable Avionics 2.03 by Created by Flashfrozen, Maintained by Tartiflette, with the participation of Debido.
 - Disassemble Reassemble v 1.6.5 by AxleMC131
 - Foundation Of Borken 0.2.4-RC3 by Created by Originem. Ships Designed by BZone. Thanks for Nia, MesoTronik.
 - Fringe Defence Syndicate 0.9.2 by Johnny Cocks
 - Gladiator Society 1.0c by Snrasha
 - Grytpype and Moriarty's Defense Authority 0.9.2 by King Alfonzo
 - Junk pirates / ASP / PACK (release) 3.02 by mendonca
 - Kadur Remnant 2.2.2 by Vayra, with help (check credits.txt for full list)
 - Karlsson Heirloom 0.12 by Tartiflette, LazyWizard
 - Legacy of Arkgneisis v1.2.8 by Gwyvern
 - Mayasuran Navy 8.1.8 by Knight Chase
 - Neutrino Corporation 1.85-RC4.1 by Flashfrozen and Deathfly
 - Nexerelin 0.9.1c by Histidine (original by Zaphide)
 - Outer Rim Alliance 0.84 by Tartiflette
 - Sanguinary Anarchistic Defectors 0.9e by Snrasha
 - Scy Nation 1.53 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
 - Seeker - Unidentified Contact 0.2 by Tartiflette
 - Shadowyards 0.8.1 by MShadowy
 - Ship/Weapon Pack 1.10.0 by DarkRevenant
 - SkilledUp 1.0 by bonomel
 - Sylphon RnD 0.9.4b by Nia and Nicke
 - Tahlan Shipworks 0.3.3c by Nia and Nicke
 - Tyrador Safeguard Coalition 1.6.1c by Machine
 - Underworld 1.3.1 by DarkRevenant
 - Unknown Skies 0.31 by Tartiflette
 - Vesperon Combine 1.2.0 by Straticus
 - Wotani Federation 0.2a by Grimnir, with art by Rodrigo Vega and implementation by Vayra
 - ZZ Audio Plus 1.1.1 by DarkRevenant
 - ZZ Safety Override mod v1.01 by null
Utility mods (11):
 - $$$ Lightshow 1.40 by Tartiflette
 - $$$ Trailer Moments 0.6.1 by Nia
 - Combat Chatter 1.9.2c by Histidine
 - Common Radar 2.5 by LazyWizard
 - Console Commands 3.0 by LazyWizard
 - Fix All Empty Planets v1.0 by Carabus
 - LazyLib 2.4d by LazyWizard
 - MagicLib 0.24 by Modding Community
 - SpeedUp 0.5.1 by DarkRevenant
 - Upgraded Rotary Weapons 1.40 by Tartiflette
 - ZZ GraphicsLib 1.3.1 by DarkRevenant
Title: Re: [0.9.0a] Outer Rim Alliance v0.84 (2019/01/31)
Post by: Tartiflette on March 12, 2019, 12:04:00 PM
That... Is bad luck. I think the only way it can happen is if a ship explode the same frame it fired the weapon. Welp, I added a check to hopefully prevent that in the future.
Title: Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
Post by: Tartiflette on May 18, 2019, 03:54:33 AM
(http://i.imgur.com/3F2EkQBl.jpg)

0.9.1a update, with some small buffs here and there.

Changelog:
Spoiler
0.85

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

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

Download available in the Original Post (http://fractalsoftworks.com/forum/index.php?topic=11646.0)
Title: Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
Post by: Shad on May 18, 2019, 06:07:17 AM
Choir Emitter buff is very welcome, it felt so punishing to use it.

Prayer sender is now a true brawling weapon, for those who like broadsides.
Title: Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
Post by: Meerabel on June 03, 2019, 04:05:39 PM
Is it just me or does ORA just not sell weapons? I scoured all the markets and all I found was 4 choir emitters and 3 prayer senders, which might as well have been nothing.
Title: Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
Post by: Shuka on June 04, 2019, 03:10:05 PM
I could not tell you meerabel. Just came to say in my current game ORA are proving quite the competition. Good stuff tartiflette, the sector just got a lil more interesting.
Title: Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
Post by: Teta on June 16, 2019, 02:09:35 PM
I noticed that both Pain and Agony in the Joy system are referenced as "joy_21" in yuur ProcGen code (\src\data\scripts\world\systems\ORA_joy.java, Lines 182 and 202). That would make markets created there both be called market_joy_21, and duplicates... can be a headache... aka, Pain and Agony. I think.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on July 01, 2019, 11:12:57 AM
(http://i.imgur.com/3F2EkQBl.jpg)

Maintenance update: more buffs (albeit no that many) and a bit more content to explore.

Changelog:
Spoiler
0.86

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

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

Download available in the Original Post (http://fractalsoftworks.com/forum/index.php?topic=11646.0)
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: namad on July 02, 2019, 07:07:10 AM
BUGFIXES/IMPROVEMENTS:
 - Added New Beginnings compatibility.
 - Shuffled around the systems, added a bit more content to them for a more dynamic experience.



What does "Shuffled around the systems, added a bit more content to them for a more dynamic experience." mean?
Do you mean the corvus mode star systems are changed? which would mean this patch is not save game compatible?
Or do you mean the ship systems? or do you mean the systems are changed only when using the new beginnings option?
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on July 02, 2019, 07:51:51 AM
It means the star systems changed a bit. And that won't be reflected in existing saves.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Wyvern on August 09, 2019, 11:40:43 PM
The Elevation should probably either have the "CARRIER, COMBAT" tag removed, or the "NO_AUTO_ESCORT" tag added.

...Unless the actual intent is for it to be bad under AI control in fleet situations?  I can't really rule out the notion that it was meant as a good player flagship without also being a competitive fleet element.

Edit: Probably best to remove "CARRIER, COMBAT" - I tested with adding "NO_AUTO_ESCORT", and while it resulted in better AI behavior in general, it still defaults to 'fighter strike' when you select one and try to assign it a target to go kill.  Eliminate is a much more sensible default command for a ship like the Elevation.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Taverius on August 19, 2019, 04:38:53 PM
Given the abundance of small mounts for PD, the small PD weapons need to be a lot more available. I've found 4, in a black market, in cycle 209, and I've been scouring all the markets non-stop. Nothing else to say so far, its early days.

Also, shouldn't the front mount on the Elevation be a Hardpoint? Its weird having an exposed turret, with its reduced HP, and only having like 3deg angle on it.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Taverius on August 20, 2019, 03:25:34 PM
The side turret arcs on the bliss aren't symmetrical, which would explain why it always favoured one side under AI use. That's not a trick to make the AI use it right? Because they are symmetrical on the Harmony.

I know you haven't been working on this faction for neeeearly as long as your others, but just for feedback's sake, I really want a cheap PD i can use to fill slots. I'm using a generic faction one for now but its OP2->0 and that feels like cheating.

Also and more importantly, its not purple, which is frankly an affront. So pretty please, with an Onslaught on top, a cheap OP3 version of the Choir?

Ok, I didn't go super duper far in - stopped at cruisers, so keep that in mind - I was impressed with the science cruiser, good player ship, and in general I liked all of them, mostly had issues with weapons. Its not that the ORA weapons are bad, they're pretty strong, but they're very niche, and there's a dearth of non-beam low flux high range energy weapons outside of mod factions.

I mean I was mostly fighting [REDACTED] and pirates/ludd/cabal, the odd Diable expedition, and its really hard to nail down enermies so they'll die.

In the end I had to use a mix of all kinds of mod things to get the required low-flux, 750/1000 range 'i poke you with hard flux' weapons so that things would stay still long enough to die, ORA isnt super slow but not exactly mobile either.

They could also do with a courier for flavor for chasing things down in pursuit, I was using BRDY robberflies just because it takes so long to cap pursuit points with ORA frigates.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Ed on September 13, 2019, 03:55:24 PM
Hello, I am making a weapon with a shockwave effect, mind if i check your code to see how you did your Invocation effect?
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on September 17, 2019, 05:23:24 AM
Ok I completely missed those posts, sorry about that.
Given the abundance of small mounts for PD, the small PD weapons need to be a lot more available. I've found 4, in a black market, in cycle 209, and I've been scouring all the markets non-stop. Nothing else to say so far, its early days.
Sadly that's an issue with the game in general. Factions that use vanilla weapons tend to have very little market availability for their custom ones.

stuff...
Agreed on a cheap PD weapon.
The Ascention should be your pursuit frigate, it is faster than average and slows down enemies in range.
As for loadouts, despite the higher cost, beams are very much viable on ORA ships, just not the absolute best they would without it. A fleet that mixes some beam pressure ships with a bunch of faster hard hitting ones would probably  be ideal.

Hello, I am making a weapon with a shockwave effect, mind if i check your code to see how you did your Invocation effect?
Sure go ahead, it's CC for that reason.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Dwarden on September 22, 2019, 02:44:32 PM
narrowed one of two MIRV related java exceptions to "Outer Rim Alliance"
==
Code
30045 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
any ideas / solutions to fix ?

i see mirv used only in .proj files for missile so i guess something wrong in that definition?
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Innominandum on September 22, 2019, 03:42:26 PM
narrowed one of two MIRV related java exceptions to "Outer Rim Alliance"
==
Code
30045 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
any ideas / solutions to fix ?

i see mirv used only in .proj files for missile so i guess something wrong in that definition?
Might be related to this http://fractalsoftworks.com/forum/index.php?topic=15634 or someone dragging new mod versions without deleting the old versions mod folder first which i doubt you did. If it really were a mirv issue then the weapons name should be listed after spec details [weapon_name] like in the following errors
Getting this when hover over a fleet not sure if this mod is doing it:
Code
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
16166 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
Hi, I've just experienced a crash and I think Blackrock might be to blame (my favourite mod btw ;) ):
I do run a ton of other mods though but I see that achilles is from BRDY
Code
1553862 [Thread-4] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [achilles_mrm]
org.json.JSONException: JSONObject["emp"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
but here it isn't. The only other relatable error log is from this topic http://fractalsoftworks.com/forum/index.php?topic=13528 and it pretty much seems to have been an issue of copy pasting updates without deleting the folder first. 
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Dwarden on September 22, 2019, 03:54:50 PM
i always doing byte compare of files when updating mods so it doesn't feel like leftovers issues ...

anyway loading only those mods (in this case ORA) separate w/o anything else (ofc the needed lazylib,magiclib)  equals same error
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Innominandum on September 22, 2019, 04:11:38 PM
i always doing byte compare of files when updating mods so it doesn't feel like leftovers issues ...

anyway loading only those mods (in this case ORA) separate w/o anything else (ofc the needed lazylib,magiclib)  equals same error
I don't honestly know what the trick to this is but try to just delete the folder of the mod and re-download it, i just tried it myself and the game loads and starts without problems. There is something related to this in regards to weapon id's being changed in weapon_data.csv being able to lead to such errors when the old weapons_data file wasn't deleted first, or better said it was mentioned once in the forum.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Dwarden on September 22, 2019, 05:11:01 PM
the game starts and works fine, this is about java exception in starsector.log
and as i wrote before, the ORA files are latest and only them (no other mod active)
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on September 22, 2019, 11:40:24 PM
As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Dwarden on September 23, 2019, 02:13:27 AM
As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.

everything is latest
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Shad on September 23, 2019, 02:41:39 AM
As I mentioned on discord, this is either an outdated version of the game (0.9.1 RC8) or an outdated version of the mod/overwriting the old mod folder instead of delete and extract. If you are certain it's not any of those, then a clean reinstall is in order, including deleting all mods.

everything is latest
What's the exact size of your ORA mod folder.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on September 23, 2019, 03:54:12 AM
everything is latest
Clean reinstall it is then. Of both the game and all mods.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Innominandum on September 23, 2019, 05:46:32 AM
everything is latest
Clean reinstall it is then. Of both the game and all mods.
I just did that, dled from official repository (non amazon and amazon), re-grabbed mods, yet the "Error figuring out MIRV spec details" for a Null still persists. Its not a critical error, I'm just wondering what its implications are. 
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on September 23, 2019, 10:15:18 AM
If it's not crashing, none.
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Dwarden on September 25, 2019, 07:22:20 AM
If it's not crashing, none.

oh, it's just the java exception what makes me worried
(like if it's causing some other issue with loading the weapons data from mod)

when that ain't issue then i'm happy camper enjoying the mod
Title: Re: [0.9.1a] Outer Rim Alliance v0.86 (2019/07/01)
Post by: Tartiflette on November 18, 2019, 05:24:14 AM
(http://i.imgur.com/3F2EkQBl.jpg)

Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), new market music courtesy of Tomatopaste, minor campaign tweaks.

This update should not break saves.

Download available in the Original Post (http://fractalsoftworks.com/forum/index.php?topic=11646.0)

Changelog:
0.87

 - Added Starship Legend compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Added Commissioned Crew compatibility.
 - Improved Nexerelin integration.
 - Added market music, courtesy of Tomatopaste.

BUGFIXES/IMPROVEMENTS:
 - Economy slightly reduced in regard to other larger factions.
 - Added a few custom portraits.

[close]
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: tomatopaste on November 18, 2019, 05:40:42 AM
(http://i.imgur.com/3F2EkQBl.jpg)

Maintenance update: added compatibility with various campaign mods (Starship Legend, Commissioned Crew etc), new market music courtesy of Tomatopaste, minor campaign tweaks.

This update should not break saves.

Download available in the Original Post (http://fractalsoftworks.com/forum/index.php?topic=11646.0)


Changelog:
0.87

 - Added Starship Legend compatibility.
 - Added Ruthless Sector compatibility.
 - Added New Beginnings compatibility.
 - Added Vayra Sector compatibility.
 - Added Commissioned Crew compatibility.
 - Improved Nexerelin integration.
 - Added market music, courtesy of Tomatopaste.

BUGFIXES/IMPROVEMENTS:
 - Economy slightly reduced in regard to other larger factions.
 - Added a few custom portraits.

[close]

Sweet  8) 8) 8) Great fun making the tracks
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: PrismaticFlux on November 18, 2019, 05:46:51 AM
Hey boss, got an error when launching and found that you've got two potraits entries (or whatever) in your ora.faction file.
I've crammed them into the one and the game launches fine now. I'll attach my fix for you should you wish to use it.

[attachment deleted by admin]
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: Damienov on November 18, 2019, 07:03:23 AM
Hey boss, got an error when launching and found that you've got two potraits entries (or whatever) in your ora.faction file.
I've crammed them into the one and the game launches fine now. I'll attach my fix for you should you wish to use it.
yeah I also got this error at launch, thanks for the quick fix
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: ASSIMKO on November 18, 2019, 03:27:56 PM
Hey boss, got an error when launching and found that you've got two potraits entries (or whatever) in your ora.faction file.
I've crammed them into the one and the game launches fine now. I'll attach my fix for you should you wish to use it.


In what folder do I put this file in mod ORA ??????
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: Tartiflette on November 18, 2019, 04:01:24 PM
That bug was literally fixed within 5min. If you have the issue, just redownload the mod.
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: ASSIMKO on November 19, 2019, 03:10:07 AM
Obrigado!!!!
Title: Re: [0.9.1a] Outer Rim Alliance v0.87 (2019/11/18)
Post by: pairedeciseaux on March 09, 2020, 03:22:50 PM
Encountered what seems to be an ORA related bug, reported in the thread "CTD: NPE at data.scripts.ai.ORA_callingAI.<init>(ORA_callingAI.java:41)" here: https://fractalsoftworks.com/forum/index.php?topic=18157.0

Not sure whether it's easy to reproduce or not.
Title: Re: [0.9.1a] Outer Rim Alliance v0.88 (2020/04/26)
Post by: Tartiflette on April 26, 2020, 11:26:32 AM
(http://i.imgur.com/3F2EkQBl.jpg)

Maintenance update: minor buffs and nerfs, bug fix and some QOL stuff for the translators.

This update should not break saves.

This update requires the latest version of MagicLib. (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Download available in the Original Post (http://fractalsoftworks.com/forum/index.php?topic=11646.0)


Changelog:
0.88

BALANCING:
 - Prayer Sender:
   . Range reduced to 800 from 1000.

 - Invocation Launcher:
   . Reduced armor penetration.

 - Newtonian Slinging:
   . Buffed duration, range and effect by 25%

BUGFIXES/IMPROVEMENTS:
 - Calling Scatterer:
   . Hopefully fixed a very rare crash when the target gets destroyed the same frame as the weapon is firing.

 - Alternate skin pack now provided as an Addon mod, and now includes weapons.

 - Externalized all strings to facilitate the work of translators
[close]
Title: Re: [0.9.1a] Outer Rim Alliance v0.88 (2020/04/26)
Post by: ctuncks on May 06, 2020, 12:55:49 AM
Just was having a look around in the weapons file and just wondering is the Litany Thrower supposed to have such an absurdly high burst size (99999)?
Title: Re: [0.9.1a] Outer Rim Alliance v0.88 (2020/04/26)
Post by: lethargie on June 04, 2020, 12:25:12 PM
I do not know why, but the faction does not seem to spawn their own weapons in their markets.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Tartiflette on August 07, 2020, 12:35:07 AM
(http://i.imgur.com/3F2EkQBl.jpg)

Small balance update following the 10th Starsector AI Fleet Building Tournament. It includes the new Awareness light bomber wing, some significant changes to the Fervor gunship wing, some small nerfs here and there, and considerable buffs to the Ascension frigate and Allure bomber wing. Bugfixes include more ORA weapons on their markets, and slightly tweaked descriptions. If you are using the Skin mod, please redownload it to get the alternate version of the new fighter.

This update should not break saves.

Please note that with Bitbucket becoming increasingly finicky (by that I mean I actually can't upload my mod there anymore due to their Captcha not working) I'll link the releases through my Patreon for the foreseeable future. Please rest assured that none of my mods will ever be paywalled. (the EULA does not allow it in the first place anyway)


Changelog:
0.89 post tournament patch

Added support for Industrial Evolution

NEW CONTENT:
 - Awareness-wing:
   . Assault bomber.
   . 2 crafts per wing.
   . Launches 5 Calling shots each, for 5x500 Energy damage.

BALANCING:
 - Choir emitter no longer creates EMP arcs on hits, firerate and raw EMP damage slightly increased.
 - Fervor-wing gunship:
   . Choir emitters replaced with Recital Deliverers + IPDAI.
   . Litany Thrower replaced with Eschewal Projector (half firerate)
 - Enlightenment-class deployment/maintenance costs raised to 55 from 45.
 - Invocation Launcher:
   . Tracking weakened.
   . Shockwave propagates to the front of the projectile instead of directly toward the target.
 - Allure bomber wing:
   . OP cost raised to 30 from 25.
   . Bomb payload doubled.
 - Ascension-class frigate:
   . System is now a proximity-based time dilation, has a higher ceiling but scale more linearly with the number of enemies in range.
   . Weapon arcs and types tweaked.
   . OP reduced to 50 from 55.
   . Deployment cost increased to 12 from 8.
 - Commissioned Crew hullmod now reduces the maintenance cost by 25% from 10, but is capped at 2 supplies per month per ship.

BUGFIXES/IMPROVEMENTS:
 - ORA markets should provide a lot more of their weapons and fighters.
 - All normal maps have been redone, some maps that had minimal benefits have been removed to very slightly lower the VRAM load.
 - Minor description tweaks.
[close]

Download available here (https://www.patreon.com/posts/outer-rim-0-89-40190888)
Earliest save compatible version: 0.8

Skin pack addon mod (https://bitbucket.org/CodingTartiflette/outer-rim-alliance/downloads/ORA_gunmetal.zip)
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Chikanuk on August 12, 2020, 07:49:40 PM
Elevation is capable combat ship with only 1 fighter bay for 24 DP. But it act like a coward in combat and didnt use it weapons properly. Maybe this is cuz it have "CARRIER,COMBAT" tag? If this is the case, can it be removed?
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Unnamed_Shadow on September 25, 2020, 12:03:52 PM
I wonder if ORA will ever get Utility Ships.

Considering how Unique their designs are, i always feel seeing those Prometheus, Colossus, Atlas, etc as part of their Fleets a bit out of place.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Modo44 on September 25, 2020, 10:34:28 PM
Unless you are exploring, you can get by with Auxillary Fuel Tanks, and Expanded Cargo Holds on second line vessels. But yeah, a few dedicated support ships would be nice.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Tartiflette on September 26, 2020, 02:12:49 AM
There is no reason either lore-wise or gameplay-wise for them to have custom non-combat ships. The moddiverse doesn't need yet another Atlas clone clogging the markets.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Unnamed_Shadow on September 26, 2020, 07:04:19 PM
There is no reason either lore-wise or gameplay-wise for them to have custom non-combat ships. The moddiverse doesn't need yet another Atlas clone clogging the markets.

i just find it weird, your other 2 Faction mods, Scy and Diable, have their own Utility Ships.

So ORA feels weird not having at least Destroyer-size Tankers, Freighters, Troop Transport.

The way you handled utility ships on Diable and Scy was pretty good, and i feel ORA could have similar variants. Something similar to a Chinook and Stratus can work.

Of course considering the size of the ships (ORA ships are big and long) maybe buffs to cargo and fuel capacity? To make the fleet a bit self-sustainable could be an alternative way.

Big ORA fleets end up relying a lot on the vanilla tankers and freighters. The same applies to merchant fleets. It looks weird. Specially with the unique way ORA fights and how unique their designs look.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Tartiflette on September 27, 2020, 12:23:51 AM
Yes but Scy had to develop their own utility ships out of necessity, and Diable was a shipbuilder at some point so they have their own designs to use. ORA on the other hand is a group of salvagers that happen to have found a dormant military fleet. They have no reason to have custom utilities.

Besides, I don't think vanilla supply ships are more jarring than say, Atlases and Colossi in Tri-Tachyon fleets.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Thaago on October 17, 2020, 11:59:51 PM
Hey there! I'm testing ORA for the upcoming tournament and have a bug to report:
The AI will activate The Revelation's Solid State Capacitor system when the ship is firing under weapon dissipation and at 0 flux, making it gain half its weapon flux as hard flux for no benefit. It also activates as soon as the enemy starts firing at it, as opposed to when its own weapons come into range, so it has no soft flux to get rid of.

I'm guessing the system is supposed to only activate when the ship has a significant (multiple thousands) of soft flux while also almost at its flux limit? Other activation times make it a ship debuff instead of a buff unless the ship is mounting more than ~2000 flux of weapons, which is almost impossible except for maybe triple heavy blaster + plasma cannon.
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Tartiflette on October 18, 2020, 12:45:48 AM
Yeah, I kind of dodged making a good AI for that system, I really should look into it before the tournament. In the meantime, I'm more than open to ear about their fighters after the recent buffs!

[edit] Now thinking about it I might allow to lower the shield, effectively making the system either double the passive dissipation or increase the shield strength while active. That will make the AI harder to code though since there would be two obvious but mutually exclusive use cases in addition to the regular "remove large amount of soft flux".
Title: Re: [0.9.1a] Outer Rim Alliance v0.89 (2020/08/07)
Post by: Thaago on October 18, 2020, 11:11:25 AM
I've only done a little bit of fighter testing (single player ship vs either single or multiple sim enemies), but fighters seem reasonably balanced, with all the heavier ones being quite slow to offset their stats.

The bombers both struck me as high risk high reward, with the 30 OP ones more reliable than the 20 (which makes sense). Fervors are good and similar at offense to a mixed complement of broadswords + (post patch) warthogs: higher DPS but also with a decent miss chance against maneuvering targets. Their defensive ability seems better because of the PD guns, but they are 15 OP so that seems ok to me.

I'll keep an open eye for how fighters scale with larger numbers and report back.
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: Tartiflette on November 03, 2020, 01:09:38 PM
(http://i.imgur.com/3F2EkQBl.jpg)

 Small maintenance update in preparation for the 11th AI Fleet Building Tournament. The highlights are:
 - Some tweaks to the Solid State Capacitors ship system, plus a proper custom AI that will make the Grace destroyer and the Revelation cruiser much more efficient and dangerous.
 - Three brand new interaction musics brought to you thanks to my amazing Patrons, created by Mesotronik.
 - Many new skin pack add-on mods that you can find down there.
 - A few balance tweaks here and there...

This update is save-compatible.

Changelog:
0.90 pre tournament version

NEW CONTENT:
 - New interaction music courtesy of Mesotronik.
 - Many new skin packs available as stand-alone downloads.

BALANCING:
 - Sempiternal Repeater charge-up shortened to 0.5s from 1.2.
 - Awareness fighter speed increased to 130 from 120.
 - Fervor fighter speed increased to 140 from 130.

BUGFIXES/IMPROVEMENTS:
 - Elevation-class' troublesome COMBAT CARRIER tags removed.
 - Eschewal (slow) is now a medium fighter weapon (no longer affected by the built-in IPDAI).
 - Fixed some outdated weapon stat card informations.
 - Solid State Capacitors system now has a proper custom AI and is no longer tied to shields.
 - Fixed Harmony-class' miss-placed ship center.
[close]
Download available here (https://www.patreon.com/posts/43505817)
Earliest save compatible version: 0.8


(https://i.imgur.com/kVSdTdEl.jpg) (https://i.imgur.com/kVSdTdE.jpg)

Like Diable Avionics, ORA now has a wide selection of add-on skin pack mods to choose from. Whether you want to role-play as an Imperial Fist commander, a wet-navy admiral, or a properly dilapidated scavenger fleet leader, you should find something here that suits your fancy.

Alternate skin packs
(https://i.imgur.com/XzdZxvxl.jpg) (https://i.imgur.com/XzdZxvx.jpg)   (https://i.imgur.com/zJcgioIl.jpg) (https://i.imgur.com/zJcgioI.jpg)

(https://i.imgur.com/p7NpqkVl.jpg) (https://i.imgur.com/p7NpqkV.jpg)   (https://i.imgur.com/popgqtDl.jpg) (https://i.imgur.com/popgqtD.jpg.jpg)

(https://i.imgur.com/UkjYJqVl.jpg) (https://i.imgur.com/UkjYJqV.jpg.jpg)   (https://i.imgur.com/JFxnRbTl.jpg) (https://i.imgur.com/JFxnRbT.jpg)
[close]
Download available here (https://www.patreon.com/posts/43498179)
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: Wyvern on November 03, 2020, 03:50:19 PM
Ooh, shiny gold ships and non-carrier-tagged Elevations? Yes please. (Although, okay, the purple-and-fancy-scrollwork of the default skin is really good, too.)
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: IMustRegroupMyForces on December 08, 2020, 04:02:11 AM
May I ask your permission to translate your mod into Chinese and upload it to a Chinese Starsector Forum?
Would appreciate it if you agree.
Here is the Chinese Starsector Forum's address : https://www.fossic.org/
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: Tartiflette on December 11, 2020, 07:55:01 AM
May I ask your permission to translate your mod into Chinese and upload it to a Chinese Starsector Forum?

Damned I completely forgot to reply, sorry about that.

I wasn't aware ORA was not already available there, so sure go ahead! And thanks for doing it.
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: The_Sarge on January 04, 2021, 11:20:21 AM
I have a stupid question, as this might be a mod conflict.

But the last few games I started, all ORA ships I can acquire come with a "Xeno Warfare Design" hull-mod that makes Energy weapons 3OP more expensive when installed into ships with it. Which, well, isn't the most synergetic hull-mod for ships that pretty much only allow energy weapons and missiles. ;)

I tried googling this, but came up dry. Does anybody have an idea where this might come from and if there's a way to disable it?
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: Wyvern on January 04, 2021, 11:31:23 AM
It makes, specifically, beam weapons more expensive; there are plenty of non-beam energy weapons, including all of the faction-specific guns.

As I recall, it was added to ORA ships due to play-testing showing that all-beam setups over-performed, and has been there since either the first release of ORA or at least very nearly so.

So, no, not a mod conflict; that's just a feature of those hulls.
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: The_Sarge on January 04, 2021, 11:43:37 AM
Oh... Oh no. I've been mis-reading that hull-mod so baldy all this time, then! o_o

Thank you for making me aware of that distinction!

Mea culpa for being unable to read properly...
Title: Re: [0.9.1a] Outer Rim Alliance v0.90 (2020/11/03)
Post by: Tartiflette on January 04, 2021, 01:56:04 PM
To be extra clear, it only bring bring beam loadouts on par with energy projectile loadouts. It does NOT make them worse. Without that hullmod there would be 0 reason to use anything but beams.
Title: Re: [0.9.1a] Outer Rim Alliance v0.91 (2021/01/18)
Post by: Tartiflette on January 18, 2021, 01:45:16 PM
(http://i.imgur.com/3F2EkQBl.jpg)

   This update FINALLY solves the long standing scarcity of ORA's weapons in their markets! I also mildly nerfed the Sanctuary-class destroyer that after rounds and rounds of buffs trying to find a good niche for it ended up making the ship a bit too good at everything. On the other hand, I mildly buffed the Harmony-class cruiser and shuffled their weapon mounts around. The multiple new Synergy turrets open up a whole new world of devious weapon loadouts.

   And because it's been a while since I added any weapon to ORA, they now can count on the Incantation Horn artillery piece in their armory. It is a beefed up Plasma Cannon that gets stronger more ranged shots at the cost of... Well everything else.

This update should not break saves.


Changelog:
0.91

NEW CONTENT:
 - Added Incantation Horn large artillery:
   . 900 range energy weapon that packs a massive punch,
   . Abysmal fire-rate,
   . Laughable projectile speed,
   . Storm-trooper level of accuracy.

BALANCING:
 - Sanctuary-class destroyer:
   . Flux capacity reduced to 6000 from 6500,
   . Flux dissipation reduced to 300 from 350,
   . Supplies/month - supplies/deploy raised to 11 from 10.
 - Litany Thrower flux efficiency improved to 1.0 f/dmg from 1.2.
 - Harmony-class destroyer:
   . Mount types shuffled around,
   . OPs raised to 110 from 100.

BUGFIXES/IMPROVEMENTS:
 - FINALLY fixed the weapon availability issue in ORA markets.
 - Valis' binary star now properly show up in the planet list.
 - Fixed Bliss-class frigate miss-aligned mounts.
 - Fixed Discernment-class carrier weapon render order.
[close]

Download available here (https://www.patreon.com/posts/46374667)
Earliest save compatible version: 0.8
Title: S
Post by: ddbb07 on January 18, 2021, 02:21:23 PM
Well, i guess i have to update now
Title: Re: [0.9.1a] Outer Rim Alliance v0.91 (2021/01/18)
Post by: Tartiflette on January 26, 2021, 12:32:00 AM
I now have updated all the skin packs with the new Incantation Horn weapon. They are available at the usual place. (https://www.patreon.com/posts/43498179)
Title: Re: [0.9.1a] Outer Rim Alliance v0.91 (2021/01/18)
Post by: Igncom1 on January 26, 2021, 12:59:02 AM
With every additional skin pack, isn't your work becoming exponential?
Title: Re: [0.9.1a] Outer Rim Alliance v0.91 (2021/01/18)
Post by: Tartiflette on January 26, 2021, 05:26:30 AM
Yes, but that's also why I'm making skin packs only to mods that are mostly stable. I hardly add anything new to ORA, Diable or Scy anymore. That last one should get some skin packs too some day.
Title: Re: [0.95a] Outer Rim Alliance v0.92 (2021/03/27)
Post by: Tartiflette on March 27, 2021, 11:27:06 AM
(http://i.imgur.com/3F2EkQBl.jpg)


Barebone update for Starsector 0.95a. It doesn't leverage any of the new features yet, but should work fine nonetheless.

Download available here (https://www.patreon.com/posts/46374667)
Earliest save compatible version: 0.92


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on April 18, 2021, 03:46:59 AM
(http://i.imgur.com/3F2EkQBl.jpg)


After a few hours of playing with the update and ORA, I made a few adjustments to better fit the new meta. It includes a lot of small buffs to weapons, some mild nerfs, and a couple of ships adjustments:

Changelog

0.93

BALANCING:

 - Recital Deliverer:
   . Damage per shot decreased to 45 Energy damage from 60, flux reduced accordingly.
   . Rate of fire increases more rapidly to reach its full potential in 10 shots from 20. (4.5s of sustained fire from 5.6s)
   . Stat-card clarified.

 - Litany Thrower:
   . Burst firepower lowered to 600dps from 750.
   . Sustained firepower raised to 150dps from 75.

 - Eschewal Projector:
   . Range increased to 900 from 850.
   . Now fires in bursts of two shots.
   . Speed dampening effect now fixed to 25% from 0/20/40/60/80% depending on target size. (similar to cruiser effect if both projectiles connect)

 - Incantation Horn:
   . Range increased to 1000 from 900.
   . Firerate increased to 20 rpm from 17.

 - Sempiternal Repeater: Turn rate increased by 50% but added tag to not benefit from the idle turn boost.

 - Echoes Caster: Turn rate increased by 100% but added tag to not benefit from the idle turn boost.

 - Fervor-wing gunship:
   . Now only has a single Recital Repeater on a 360deg turret instead of two in 180deg turrets.
   . The fighters will now try to maintain some range off of their target's PD weapons instead of rushing in.

 - Communion-class carrier: System changed to Active flares from Long Range Fighters.

 - Felicity-class carrier: System changed to Sensor Drones from Entropy Amplifier.

 - Discernment-class carrier: System changed to Quantum Disruptor from Interdictor Array.

 - Attitude Jets system: Increased the speed boost to 50 from 25.

 - Commisioned Crew:
   . Removed the drawback of Alliance Conservation Methods.
   . Effect is now -15% or -4 supplies per month (whichever is smaller) instead of -25% or -2.

BUGFIXES/IMPROVEMENTS:

 - Fixed ORA system spawning in Nexerelin random mode.
 - Calling Scatterer no longer uses its secondary PD function while phased.
 - Added the new Fury-class to ORA's spawn tables.
 - System's blue giant stars are now proper blue giants.
 - Solid State Capacitor system description adjusted to better reflect the effect.
 - Externalized a couple of strings that were missing.
 - Added missing fighter weapons descriptions.
[close]

[rc3] fixed last minute mistake with the Recital Deliverer
This update should not break saves.

Download available here (https://www.patreon.com/posts/50144811)
Earliest save compatible version: 0.92


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Helldiver on April 18, 2021, 01:38:17 PM
ORA ships with the Gunmetal skinpack are some of the prettiest ships in the sector as far as I'm concerned. I remember some people complaining that the ships are too similar but I like it that way. I like the clear design identity that follows from frigates to capitals and how they feel like series of machines that the same designers would have come up with.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on April 19, 2021, 01:46:24 AM
I'm partial to the Irradiated one myself!
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Bastion.Systems on April 19, 2021, 03:20:06 AM
Irradiated is the best, makes the faction weapons not look out of place when put on base game ships.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on April 19, 2021, 01:12:19 PM
Well you could delete the ship folder and only use it for the weapons with the regular hull, or mix the folders in other skin mods.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Mysticunicycle on April 21, 2021, 04:21:48 PM
Trying out some new ships in my new playthrough. I am unsure if I am doing something wrong, but the AI is exceptionally bad at piloting your ships for me. I have officers in Bliss frigates who quite literally will never engage the enemy, even though they are steady / aggressive personalities. It looks to me like they can't decide how they want to position, since the weapons are largely broadside. Any tips?
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on April 21, 2021, 10:43:36 PM
The default loadouts works pretty well with the AI, you can start by using those before customizing them to you liking. Also, never leave the rear mounts empty or only with PD in them: without a proper gun there, the AI won't behave as a broadsider nearly as well as with one. If you still have issues, just spam tactical lasers on your Bliss and it will be an exceptional harasser.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: KDR_11k on April 25, 2021, 08:38:46 AM
Gotta say it really ruins the atmosphere to have a Brexit joke in the faction description and a planet named Rittenhouse.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on April 25, 2021, 02:05:10 PM
I have no idea what could be referencing Brexit in the faction description, but David Rittenhouse is a famous astronomer of the XVIIIth century and was the first director of the United States Mint (which is fitting for a system named after caretakers and custodians).
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: KDR_11k on April 25, 2021, 02:09:24 PM
I have no idea what could be referencing Brexit in the faction description, but David Rittenhouse is a famous astronomer of the XVIIIth century and was the first director of the United States Mint (which is fitting for a system named after caretakers and custodians).

Ah, okay. The Second to last paragraph, about Cycle 167, reads a lot like Brexit what with Johnson's Leave campaign winning a razor thin margin over Remain.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on April 25, 2021, 02:17:51 PM
That part is deliberately written to be reminiscent of any contentious votes that always end up conveniently close after so much disinformation and manipulation that the result can hardly be representative of anything. You may think it references Brexit, I think it represents my countries elections, other will get reminded of other events... The fact you took it personally means it works as intended.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: dostillevi on April 25, 2021, 02:43:13 PM
I have no idea what could be referencing Brexit in the faction description, but David Rittenhouse is a famous astronomer of the XVIIIth century and was the first director of the United States Mint (which is fitting for a system named after caretakers and custodians).

Ah, okay. The Second to last paragraph, about Cycle 167, reads a lot like Brexit what with Johnson's Leave campaign winning a razor thin margin over Remain.

Incidentally if you get familiar enough with history, you'll find there are very few original stories in contemporary media. Best just to roll with it :)
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: KDR_11k on April 25, 2021, 02:50:09 PM
That part is deliberately written to be reminiscent of any contentious votes that always end up conveniently close after so much disinformation and manipulation that the result can hardly be representative of anything. You may think it references Brexit, I think it represents my countries elections, other will get reminded of other events... The fact you took it personally means it works as intended.

Eh, history repeating is pretty normal, it's just that there are the same names involved that makes it sound more like a joke than a serious story.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Drone_Fragger on April 25, 2021, 04:11:04 PM
I mean if it's really that much of an issue no one is forcing you to play the mod, you realise?
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Celepito on May 01, 2021, 05:08:37 PM
When using the Detailed Combat Results mod (https://fractalsoftworks.com/forum/index.php?topic=11551.0) and looking at my combat reports, it lists the Invocation Launcher as doing zero EMP.

Since the description lists EMP damage, and from my admittedly likely amateurish testing, it seems to actually do the EMP damage, I am assuming the bug lies somewhere with DCR, and I did leave a comment over there. But I dont know where exactly the problem is. (And there is a reason why I post the comment here as well.)

My first assumption was that, due to the way the weapon deals damage, there would be an issue. However, the other damage to shields, armor and hull are listed, so I kinda doubt that.

The other possibility would be that it actually doesnt do any EMP damage, and my testing was only the actual Energy damage disabling the weapons. I dont know if there is a way to tell the difference between an EMP disabled weapon and one disabled by other damage, to me they look the same. That is the reason why I left a comment over here as well.

Of course, there are a million other things that could be going wrong as well, especially considering my large mod list, but this is as much as I know how to do. (If you want my mod list, I can post it as well.)

I hope this helps fix something, and sorry if this wasnt the mod causing issues.

EDIT: From the DCR thread:

-snip-

Thanks for the report, I'll check it out.  It should at least report it as "Unknown Energy" and be in the EMP column.

Edit:
Just put it in the debugger, there is no EMP damage being reported at all to the damage listeners via the in game Combat Engine.  So one of two possibilities:
* Invocation Launcher doesn't actually do EMP
* Game Engine doesn't report the EMP damage that the IL is doing.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Celepito on May 05, 2021, 09:31:40 AM
Well, I found and fixed the problem, its ready for you to implement in the next update.

Namely, it was indeed connected to the way the Invocation Launcher deals damage, but not quite like I thought. Its simply just what is basically a typo in the section of weapon_data.csv for the secondary projectile spawned by the explosion of the primary one.

This is how it looks normally right now (only spoilered, since the code block doesnt let me format it the way I want):

Spoiler
name,id,tier,rarity,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,reload size,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,autofireAccBonus,extraArcForAI,hints,tags,groupTag,tech/manufacturer,for weapon tooltip>>,primaryRoleStr,speedStr,trackingStr,turnRateStr,accuracyStr,customPrimary,customPrimaryHL,customAncillary,customAncillaryHL,noDPSInTooltip,number

# SPAWNED,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,ora_invoked,,,,400,,100,,100,0,10,,,,ENERGY,,,,,,,0,0,0,0,,1000,,,100,,,SYSTEM,,,,,,,,,,,,,,,
[close]

The bold part is the important stuff. It seems like you put the number in the wrong place (or made a double comma or something).

Simply adding another 100, or moving the one from impact to emp, does the trick, like so:

Spoiler
# SPAWNED,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,ora_invoked,,,,400,,100,100,100,0,10,,,,ENERGY,,,,,,,0,0,0,0,,1000,,,100,,,SYSTEM,,,,,,,,,,,,,,,
[close]

Happy to be of service!
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: FranzDenKaiser on October 31, 2021, 10:35:25 PM
Probably a rather nonsensical question to ask, but does the ORA exist in the same "Universe" as the Stellar Imperium? I was looking over the flavor text for the Battle of Camellia and it mentioned privateering the "Ex-Vis" trade routes to fund the civil war, and unless I am hallucinating that's the Imperium's home system. It really has nothing to do with gameplay or otherwise, but it would just be cool if I didn't misunderstand that line and these two factions canonically exist together.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on November 01, 2021, 02:36:21 AM
It's probably a reference to some book since I like Easter eggs, but while I can't remember which one precisely I can tell you it's not from Star Wars.
Title: Re: [0.95a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: FranzDenKaiser on November 01, 2021, 07:53:59 AM
Thanks for the info! And I didn't mean THAT Stellar Imperium lol. I was referring to the Starsector mod with the Romanesque-AI worshippers. I mentioned it because given the position of Ex-Vis on the stellar charts Camellian Privateers could quite easily raid a convoy running from the Imperium to the Core.
Title: Re: [0.95.1a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Dtox on February 08, 2022, 10:06:29 PM
Just wanted to say I'm really enjoying this mod. I'm relatively new to starsector, and when I went from playing the base game to branching out to nexerelin and additional mods I never cared to actually start as any faction in particular, whether they were vanilla or modded. O.R.A. was the first time I felt interested starting with a faction, and flying a fleet of just their ships has been a blast! They have a great aesthetic, they stand out very uniquely from everyone else without seeming too alien, and I'm especially enjoying how their weapons work/sound. Really I find myself just wanting more ships and weapons to use with them lol.
Title: Re: [0.95.1a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Tartiflette on February 09, 2022, 12:11:56 AM
Thanks!
Title: Re: [0.95.1a] Outer Rim Alliance v0.93rc3 (2021/04/18)
Post by: Dtox on February 09, 2022, 07:51:42 AM
Something I forgot to mention! before I got the mod I had been thinking "would be nice if there were more weapons that can impose debuffs in the game" (I say "more" but i'm not even sure there's any actual weapons like that in the vanilla game), so it was quite the pleasant surprise when I learned some of the O.R.A's projectiles interfere with ship movement. it's a very welcome step in the direction I wanted.
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: Tartiflette on February 27, 2022, 10:58:35 AM
(http://i.imgur.com/3F2EkQBl.jpg)


Alright so, ORA has been bothering me for a while. The ships have great stats yet the AI is consistently non-threatening with it. This patch is an attempt at fixing it.

The ships are overall slightly faster, and they have a LOT more missile mounts. That should allow them to more easily dish out bursts of damage and take the initiative. They will be free to use much more flux-heavy weapons along those missiles too.

Changelog

0.94?

NEW CONTENT:

 - New star system ambience musics courtesy of Mesotronik.

BALANCING:

 - Attitude Jets system:
   . Duration reduced to 3s from 4, added a 2s charge-down,
   . Speed boost increased to 100 from 50, but only applies during the fully active time,
   . turn rate boost applies during the entire charge-up + active + charge-down duration.

 - Ships:
   . Many sideways energy turrets are now synergy,
   . Many spinal synergy turrets are now energy.
 > Ships have more missile-capable mounts overall.
 > Given that having projectile weapons in spinal mounts is important to make the AI broadside properly, this should eliminate pitfalls new users fall into.
   . All broadsider ships' Omni shields now have variable arcs, they get wider when pointed to the side and narrower to the front to catch fewer unnecessary shots.

 - Harmony destroyer:
   . System switched to Plasma Jets from Plasma Burn.

 - Grace destroyer:
   . Speed increased to 90 from 70.
   . Deployment/Maintenance cost increased to 13 supplies from 11.

 - Communion carrier:
   . Speed increased to 50 from 35.

 - Beatitude cruiser:
   . Speed increased to 65 from 50.

 - Elevation cruiser:
   . Speed increased to 75 from 65.

 - Revelation cruiser:
   . Shield changed to a Front bubble, from a 300 degrees Omni.
   . Now has built-in Accelerated Shields.

 - Discernment super-carrier:
   . System switched to Coordinated Engagement (+30CR to nearby ships) from Acausal Disruptor,
   . Deployment/Maintenance cost increased to 60 supplies from 50.

 - Choir Emitter:
   . Damage per shot increased to 25 from 10 (125 dps from 50)
   . EMP per shot increased to 80 from 40 (400 dps from 200)
 > This won't change much it's efficiency against missiles since most of the effect is scripted, but it might make it better than soaked porridge vs fighters.

 - Recital Deliverer:
   . Base fire-rate increased to 240 rpm from 120. Maximum fire-rate unchanged.

 - Litany Thrower:
   . Proj speed increased to 400 from 300.
   . Fires in bursts of 3 instead of having 6 ammo with regen.
 > Might be worse in player hands, but should work a lot better with the AI.

 - Eschewal Projector:
   . Now has a constant turn rate while firing or not.
   . Proj speed increased to 450 from 400.

 - Echoes Caster:
   . No longer affects friendly missiles.
 > Kind of necessary now with all the new missile mounts.

 - Calling Scatterer:
   . Proj speed increased to 350 from 300.

 - Incantation Horn:
   . Proj speed increased to 300 from 225.

BUGFIXES/IMPROVEMENTS:

 - Xeno-warfare hullmod is now displayed to the top of all built-in hullmods
[close]

Download available here (https://www.patreon.com/posts/61841796)
Earliest save compatible version: 0.92


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: vok3 on April 06, 2022, 04:20:29 AM
Your destroyers and cruisers all need to have their maneuverability decreased by about 30-40%.  Or inertia increased by about that amount.  Or something.  They bounce around like yo-yos, not spaceships.  A Hammerhead is a lumbering cow by comparison and even a Shrike would be hard put to it to match even a few of these back-and-forth maneuvers.

I can't speak to the capitals as I haven't fought them yet but the midsize ships are annoyingly stupid enough I don't want to try.
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: Helldiver on April 27, 2022, 11:05:40 AM
Your destroyers and cruisers all need to have their maneuverability decreased by about 30-40%.  Or inertia increased by about that amount.  Or something.  They bounce around like yo-yos, not spaceships.  A Hammerhead is a lumbering cow by comparison and even a Shrike would be hard put to it to match even a few of these back-and-forth maneuvers.

I can't speak to the capitals as I haven't fought them yet but the midsize ships are annoyingly stupid enough I don't want to try.

Could be because of the reworked Attitude Jets and rebalanced ship speed stats from the very last update? I use a custom build that retained the slower but longer-lasting old jets and an inbetween balance of ship speed between last and second to last update and I don't notice ships bouncing around.


On things found in the last update, I have two pieces of feedback:

The new broadsider shield mod should be shown rather than hidden. Right now there is no way for a player to know that it exists without reading patch notes or looking into mod files and no way to know which ships have it or don't without testing them one by one in sim.

On weapon balance good stuff overall, but the Litany Thrower losing the ammo mechanic is sad as ORA no longer has an ammo-based energy weapon for each mount size, which gave them some identity as a faction that makes good use out of ammo hullmods on ships of any size.

Otherwise good work as usual. I like the star system-specific music tracks, very fitting. Plasma jets is a much more practical system for the Harmony and the Discernment's new support system is more thematic.
Forgot: Coordinated Engagement's approximate range should be indicated in the description -had to look in files to check range- and there should be a visual range circle when activated ingame (as seen in other similar mod systems) for clarity. Right now it's hard to tell how close ships need to be to get tagged by it until they're already close enough and get the shimmer effect.
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: Proxima-b on July 21, 2022, 07:08:20 AM
ORA ships often got utterly distroyed a large combat somehow, it might need a buff
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: SpaceFruitOnIce on August 13, 2022, 06:27:57 PM
Made an account to give some feedback from my latest playthrough where I used pretty much only O.R.A. ships, minus utility ships.

#1 most important thing: QoL Pack (https://fractalsoftworks.com/forum/index.php?topic=23652.0)'s Omni Shield Assist. Use this. Abuse it. It was my best friend. Being able to pin your shield in a direction, or at a certain target, made controlling these bricky lads truly feel fantastic to control.

In the early game, moving up from a Bliss to a Harmony felt fun. Weird playstyle to get used to, but fun none the less. I found the AI generally suffered if you didn't babysit their orders to keep them in a strict line due to their dependency on one another.

There are three main things I'll go over to hopefully not turn this into an essay going over literally everything I tried.

Cruisers:

Cruisers primarily consisted of paired Felicities and Beatitudes. The Felicity offered fantastic coverage for the Beatitude's advance, which in response offered valuable flanking coverage from their 'rear' broadside during a fight. These two were best of friends for all of mid and late game.

The Felicity could probably lose a flight decks and I would still make good use of them. Very potent support so long as they have something to run interference. Helpless on their own, but very fitting for their ability, especially when I strapped on some long range suppression missiles. Despite the capital carrier boasting double their flight decks, I never had nearly as much luck using it as I did these wonderful guys.

Beatitude by far outperformed both the Revelation and Elevation classes in my experience. Incredible coverage with 8 Medium slots just can't be beat, though this may be due to the power of a constant Eschewal Projector broadside.

Capital ships:

The Enlightenment a monster of a ship. It's ability to rapidly turn means I get to effectively double dip armor values. Probably the most fun capital ship I've ever flown. Against many fleets, this thing could quite literally fly into the middle of the enemy fleet, and carve it in two via broadsiding both sides at once.

What really made me feel this thing's true power was going full hog ham and Shield Stunting it, and building it for pure Armor. No longer having to truly worry about Flux, or rather, Flux being purely a value for the burst firing of my weapons, allowed me to strap some truly energy hungry weapons onto this thing that allowed it to just go to town. I truly have never had a more fun end game than with this ship build. This thing managed to solo the late game [REDACTED] fights.

Never used the Discernment, two Felicity by far outperformed it, and between this and the Enlightenment it was no question.

Weapons:

I feel like each one of the Large Weapons are... quite bad compared to non-faction options. Excluding the Incantation Horn, which felt effective enough. Invocation Launcher has it's job done just as well by even a single Eschewal Projector, and that's not even factoring in that it can friendly fire. The Calling Scatterer's damage never truly felt impactful, nor was it's PD effect ever noticed. The slow movement speed didn't help matters.

The Sempiternal Repeater lived up to it's note of being a niche weapon, in that I never found a real use for it. A broadside of Eschewal Projectors that landed even a single hit on fast moving hostile ships spelled their death often enough that it acted as an equally effective deterrent, while retaining its effectiveness against larger targets due to being fired throughout the battle.

Speaking of, the Eschewal Projector is the nastiest weapon I have ever had the joy of using. They remained effective against targets of any size at all periods of the game and outshined the rest of the faction's arsenal by a wide margin in the mid game, before the Enlightenment stole the show.
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: NoMercyForLudds_ on September 18, 2022, 05:30:22 AM
This is my favourite faction mod - I absolutely love the aesthetic of the ships..
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: Reshy on December 04, 2022, 02:01:33 AM
Minor suggestion, but I think the "Jade" planet should, based off it's description, have the "Meteor Impacts" trait assigned to it.
Title: Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
Post by: Modo44 on December 23, 2022, 08:02:53 AM
I think the newly gained speed is a blessing and a curse for ORA. Yes, mobility helps them engage/disengage, but the quicker movements do not mesh with many ORA weapons, which are slow projectiles. Watching them in battle, I see a looot of misses.
Title: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Tartiflette on January 07, 2023, 05:25:40 AM
(http://i.imgur.com/3F2EkQBl.jpg)

This is a small (and very late) maintenance update to fix a few minor outstanding issues.

Changelog

0.95

BALANCING:

 - All ships with maneuvering systems now have reduced base acceleration.

 - Sempiternal Repeater: Range increased to 700su from 600.

BUGFIXES/IMPROVEMENTS:

 - Eschewal Projector / Invocation Launcher:
   . Fixed a typo that made the slowing effect much more pronounced that it should have,
   . Added a multiplier that increase the effect with skills and systems that increase Energy weapon damage.
 - Prayer Sender missiles are now much smaller, more in line with their damage potential.
 - Fixed an error with the Xeno-Warfare Design hullmod that always gave the max debuff for asymmetric loadouts.
 - The Xeno-Warfare Design hullmod now displays the current engine debuff when using an asymmetric loadout.
[close]

Download available here (https://www.patreon.com/posts/61841796)
Earliest save compatible version: 0.92


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)



To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update ORA and/or change it however they want.

In the meantime, ORA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Buggie on January 07, 2023, 11:27:02 AM
To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update ORA and/or change it however they want.

In the meantime, ORA's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.


Thanks for all the work you did tarti, both in making mods and making tutorials for anyone wanting to make some. Are you allowing the other mods you have worked on to be kept to up to date as well, or just O.R.A?
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Sanrai on May 09, 2023, 02:18:25 PM
To whoever picks this project up, .96 graphics changes have messed with the invocation launcher. It now releases an almost invisible wave when it reaches it's target.
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: MnHebi on October 06, 2023, 12:00:56 AM
https://drive.google.com/file/d/1FoPYMrRpDLQK4AFP9uYwKio0pBRSCLh9/view?usp=sharing
Update for 0.96a.
Updated deprecated magiclib calls.
Removed references to deprecated admin abilities.
Fixed Invocation Launcher missing EMP damage value.
Change hull chance numbers to match current game version.
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Eddren on October 07, 2023, 07:20:35 AM
The hero we've needed.
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: MnHebi on October 08, 2023, 01:05:38 PM
https://drive.google.com/file/d/1FoPYMrRpDLQK4AFP9uYwKio0pBRSCLh9/view?usp=sharing
Update for 0.96a.
Updated deprecated magiclib calls.
Removed references to deprecated admin abilities.
Fixed Invocation Launcher missing EMP damage value.
Change hull chance numbers to match current game version.
Same link as the above post, slight update.
Fixed hull chances.
Added administrator abilities from IndEvo if you have that active, otherwise Industrial Planning is given.
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Warnoise on December 26, 2023, 12:25:37 AM
Thank you very much for your work!
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: Sajuuk on February 03, 2024, 08:14:53 AM
Hello! hope this mod gets updated to 0.97a :'(
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: A_Random_Dude on February 03, 2024, 11:15:36 AM
Mod author left to mod another game. I think he said he'd eventually get back to starsector at some point in the future, but I wouldn't wait on him if I was you.

Also, the mod works with a simple version change. MnHebi's unofficial update is linked at the top of this very page, if you want.
Title: Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
Post by: qwe on February 19, 2024, 07:47:45 PM
any update?