Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Ryxsen1421 on June 20, 2017, 12:31:37 PM

Title: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on June 20, 2017, 12:31:37 PM
(https://i.imgur.com/JuBglWR.png)
United Aurora Federation
A stray faction far away from home in a place where they don't truly belong.
Quietly under development and marginally funded but the mod is actually playable in campaign.
Keep in mind that everything is subject to change and continuously being updated, nerfs and buffs come and go - but artstyle will never change.

Download here! (https://drive.google.com/file/d/1XAGcdoaXFQrQUScnkkRFl2oZHkVKUAGM/view?usp=sharing)
>or here for .zip!< (https://drive.google.com/file/d/1b9XhlVhOSVmV-dRtbMKYrUxvlxjh7NhP/view?usp=sharing)
NOT SAVE COMPATIBLE after 0.72d5!


The mod requires;

Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)



There isn't much known about the Federation as a whole from where they're from but they do come in full force as they established a solid foothold in the outer reaches of the Persean Sector. Their goal is simple, they're simply there to guard the 'interdimensional' gate at all cost and hold until they found a way to close the gate and return home... but while waiting, why not try to be friendly with the locals, engage in cultural and trade exchange? Oh, lets sell some baked goods from their homeworld too because why not? at least we tried to be welcoming first but with an iron fist at the ready.

Spoiler
(https://i.imgur.com/YUJBk6h.png)

Please visit this link if you wanna check what we have to offer;
https://imgur.com/yCEBhb9
[close]

Special thanks to;
Vermy, Yimie, Naggy, and the rest of the core team for helping this mod come true at last.
Selkie & Timid N' Co, for their relentless support from the beginning to the end.

..and with this, I bid you farewell and fair seas everyone. Time to go back to the comic project!
Title: Re: [WIP] Auroran Shipyard
Post by: Nanao-kun on June 20, 2017, 04:39:21 PM
Looking forward to this.
Title: Re: [WIP] Auroran Shipyard
Post by: c0nr4d1c4l on June 20, 2017, 05:04:49 PM
Looks pretty cool! Can't wait (well...I can, take your time :) ) to see what this brings!
Title: Re: [WIP] Auroran Shipyard
Post by: PyroFuzz on June 21, 2017, 09:43:23 AM
Reminds me of shadowyards just a tad bit! Besides that. It looks great I can't wait for the royal variants
Title: Re: [WIP] Auroran Shipyard
Post by: cjuicy on June 21, 2017, 05:58:08 PM
I can't wait.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 22, 2017, 05:22:23 AM
(http://i.imgur.com/sCMhvwi.png)

Solvernia

VARIANT
Spoiler
(http://i.imgur.com/MyBJD9C.png)
[close]

OLD
Spoiler
(http://i.imgur.com/zJuoh3v.png)
[close]
Title: Re: [WIP] Auroran Shipyard
Post by: Death_Silence_66 on June 22, 2017, 05:25:58 AM
Wow, that looks amazing.
Title: Re: [WIP] Auroran Shipyard
Post by: Nanao-kun on June 22, 2017, 04:06:03 PM
Wow, the art has really improved.
Title: Re: [WIP] Auroran Shipyard
Post by: Tufted Titmouse on June 23, 2017, 03:44:47 AM
 :o
You have my interest.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 23, 2017, 05:57:26 AM
Thanks everyone, at least I know there's some of you interested in our mod.
Title: Re: [WIP] Auroran Shipyard
Post by: Snrasha on June 23, 2017, 06:03:15 AM
Thanks everyone, at least I know there's some of you interested in our mod.

I wait the mod me too, and I wait the specify(shield, mounts, etc) of these ship!

I love the Minersky.
Title: Re: [WIP] Auroran Shipyard
Post by: Hazard on June 23, 2017, 06:28:48 AM
The Solvernia variant especially looks really nice, its color scheme is quite striking. And you could hide it somewhere, like Neutrino's Unsung, if it ends up being too powerful for general use.

Edit: Just saw the AI variant, that's very impressive as well. Can't wait to get my hands on them. :)
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 23, 2017, 08:29:46 PM
(http://i.imgur.com/bfvf8On.png)
Minoria
Escort Carrier


A new ship has joined the ranks.

The Solvernia variant especially looks really nice, its color scheme is quite striking. And you could hide it somewhere, like Neutrino's Unsung, if it ends up being too powerful for general use.

Many thanks! .. indeed she will be a powerful adversary. She is planned to be a boss ship and isn't meant to be controlled by a player- but that doesn't mean you can't seize control or legitimately buy your way to her. she'll be a logistical nightmare though
Title: Re: [WIP] Auroran Shipyard
Post by: PyroFuzz on June 24, 2017, 11:20:31 AM
I am loving these new sprites
Title: Re: [WIP] Auroran Shipyard
Post by: Kwbr on June 24, 2017, 06:53:07 PM
I was expecting a faction made entirely of variants of auroras ;D

Jokes aside these ships look stunning
Title: Re: [WIP] Auroran Shipyard
Post by: adimetro00 on June 24, 2017, 07:20:22 PM
After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.
Title: Re: [WIP] Auroran Shipyard
Post by: jupjupy on June 25, 2017, 03:31:03 AM
Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on June 25, 2017, 12:47:44 PM
After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.

Fear not as I planned for more ships but for now, I'm aiming to reach the skeleton requirement of a mod before releasing to public for testing. Of course, there will be more variants other than carriers if thats what you meant.

Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.

Thank you, I hope that my mod will be unique or something when its done.
Title: Re: [WIP] Auroran Shipyard
Post by: OhNoesBunnies on June 25, 2017, 10:21:09 PM
This looks really gorgeous! I eagerly await the full release. ?
Title: Re: [WIP] Auroran Shipyard
Post by: Cyan Leader on June 28, 2017, 02:49:15 AM
These look stunning, thanks for sharing it with us.

What sort of play style are you thinking of for this faction? What about the weapons?
Title: Re: [WIP] Auroran Shipyard
Post by: Trylobot on July 04, 2017, 08:08:58 PM
Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on July 05, 2017, 12:29:42 PM
(http://i.imgur.com/mqUN316.png)
Reisen
Battle Cruiser / Light Battleship

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Six Small Mounts ( placed in respective angles )


(http://i.imgur.com/UHk3pWx.png)

REPLIES

Spoiler
What sort of play style are you thinking of for this faction? What about the weapons?

Thanks for ye' feedback, I think we'll primarily focus on ballistic and missiles. We might offer the best anti-missile protection system fochton of flak spams, literally and aiming to provide various number of strike crafts for you to have a versatile carrier fleet.

I don't have any way to explain in details but I may hint several things.

Spoiler
You'll start small, be evasive and cautious. You'll end up being big and mighty, ready for the onslaught.

Looking to choose a faction for a carrier gameplay? Welcome to the Aurora where you can be versatile. So far, we only have three carriers dedicated for support role.. I'll see if we can have something like the formidable Legion.

Feeling sneaky and ready to deal a devastating blow?

[close]

Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.

Thank you! I'll be sure to poke any moderators when I feel we're ready for public release.
[close]
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on July 07, 2017, 11:24:57 AM
(http://i.imgur.com/voqoXb8.png)
Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.

(http://i.imgur.com/ffU2Mc1.png)

Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
Title: Re: [WIP] Auroran Shipyard
Post by: Ahne on July 07, 2017, 12:24:03 PM
Wow, there is a forum thread for your faction already, nice! Cool looking ships, i wish you the best for the mod!

greetings
Ahne
Title: Re: [WIP] Auroran Shipyard
Post by: dan212 on July 07, 2017, 01:56:48 PM
(http://i.imgur.com/voqoXb8.png)
Neuxoria
Super Carrier
Advanced ( AI )

Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.

(http://i.imgur.com/ffU2Mc1.png)

Selam
Phase-Submarine
Advanced ( AI )

Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS

 Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.

Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
Man, this is awesome! I know what my next playtrough of Nexlerein will next. And i am really like your style.

P.S.: What softwhare you using for spriting i wonder...
Title: Re: [WIP] Auroran Shipyard
Post by: Ryxsen1421 on July 08, 2017, 07:53:00 AM
Do you guys wanna try out the Solvernia with a lot of weapons for testing first while waiting for full release?
Title: Re: [WIP] Auroran Shipyard
Post by: Ahne on July 08, 2017, 07:56:26 AM
A testing mission would be nice to get a first idea of ship handling, balancing and look into the future what this mod will bring.
Good idea to release a little mission.
Title: Re: [WIP] Auroran Shipyard
Post by: dan212 on July 08, 2017, 09:14:26 AM
You never can have too much testing. If you feel like it - sure, go ahead, we will be happy to look at what is allready done and how well it balanced.
Title: Re: [WIP] Auroran Shipyard
Post by: Arkar1234 on July 09, 2017, 08:01:52 AM
I can't wait to see these ships ingame... It's got that anime-esque feel to it... Also....catgirls

Spoiler
(http://i.imgur.com/2D6cx2v.gif)
[close]
Title: Re: [WIP] Auroran Shipyard
Post by: Matbag248 on July 09, 2017, 08:51:25 AM
As an alpha tester (old test files) of the SLV and the destroyers. The SLVs were absolute monsters when introduced into the Vanilla game. They sucked up your supplies and fuel fast, I had to cheat my way across the Sector. I used the second most up to date file at the time of playing (because the quad railguns on the SLV3 (the old SLV that was shown before) got nerfed). SLV3 could take on at least 2 Onslaughts and their escorts if you managed the flux properly. The railguns generated a lot of flux each time they fired. The SLV3 also had inbuilt missile pods that would create a salvo of missiles that could shred most ships if their defence weapons were inadequate. However, the escorting destroyers and frigates were weak, so weak that they could not compare to any vanilla ship. They were pretty much only good for dying and soaking up damage if they could.
Title: Re: [WIP] Auroran Shipyard
Post by: etherealblade on July 15, 2017, 04:51:19 PM
Really hyped about this mod. I love your art style and thank you for your efforts.
Title: Re: [WIP] United Aurora Federation
Post by: Originem on July 19, 2017, 04:47:13 AM
WELL! So pretty! I LOVE IT! :-* :-* :-*
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on July 19, 2017, 09:26:43 AM
That Super-capital.... even the silhouette gives me the chills.

I'd say keep it, you can even have it as an IBB or a "Boss Ship" like the ones in ApproLight.
Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on July 22, 2017, 08:03:36 AM
That Super-capital.... even the silhouette gives me the chills.

I'd say keep it, you can even have it as an IBB or a "Boss Ship" like the ones in ApproLight.

Much agreement here, thats one scary silhouette.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on July 25, 2017, 08:52:38 PM
(http://i.imgur.com/bCft9Hp.png)
Reisen
Battle Cruiser / Light Battleship

Spoiler
(http://i.imgur.com/y8HNP5G.png)
[close]

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles )

Hehe, thanks again everyone! We're almost done salvaging the mod and slapping old weapons back onto our ships. By the way, what upgrades do you guys wanna suggest for this ship? I might consider implementing them for her military and advanced variants.
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on July 25, 2017, 11:04:09 PM
Hmm.... Maybe have 2 of the Ballistic mounts be... hybrid?

Edit: (Messed up the formatting)  :-[
Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on July 26, 2017, 02:33:30 AM
Hehe, thanks again everyone! We're almost done salvaging the mod and slapping old weapons back onto our ships. By the way, what upgrades do you guys wanna suggest for this ship? I might consider implementing them for her military and advanced variants.

Aw man, that ship is some sweet piece of artwork.

Seeing as we don't know much of the actual statistics or weapons, a military variant would likely have upgraded subsystems, maybe a slightly higher top speed and shield efficiency. An advanced variant might incorporate an entirely different ship system or an up-gunned energy PD system.

... I want one already.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on September 02, 2017, 12:52:12 AM
I have bad news for those waiting for this mod.  :'(

I sent my PC for maintenance last week and I forgot to backup a specific folder with the entire mod in it. but fortunately, all the new sprites survived and uploaded here in this thread and somewhere on my facebook. It'll take some time for us to recover, I'm sorry.
Title: Re: [WIP] United Aurora Federation
Post by: etherealblade on September 02, 2017, 07:42:50 AM
Lost my pc to a flood last year in Louisiana. My condolences. I believe the mod is still worth waiting for. Thanks for the update!
Title: Re: [WIP] United Aurora Federation
Post by: TrashMan on September 02, 2017, 07:50:29 AM

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles ) [/center]


8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship

 :-[ ??? :-[
Title: Re: [WIP] United Aurora Federation
Post by: cjuicy on September 02, 2017, 01:00:51 PM

Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles ) [/center]


8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship

 :-[ ??? :-[

It'll probably be a wet paper towel or have crippling flux issues.
Title: Re: [WIP] United Aurora Federation
Post by: King Alfonzo on September 02, 2017, 06:59:52 PM
Kind of like Mayorate ships, I imagine. A ridiculous amount of big weapon mounts, but not a whole lot of flux and armour to sustain them.
Title: Re: [WIP] United Aurora Federation
Post by: PyroFuzz on September 07, 2017, 07:00:36 PM
Oooh, i just saw the phase submarine title. Sounds awesome!

The universe is a ocean, and its diving in and out of it.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on September 11, 2017, 10:14:04 PM
8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship

 :-[ ??? :-[


How on Aurora did you get that number?
Title: Re: [WIP] United Aurora Federation
Post by: Protonus on September 12, 2017, 01:13:34 AM
How on Aurora did you get that number?

I think it went from the sum of this statement.


Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )

8 LARGE
Title: Re: [WIP] United Aurora Federation
Post by: NightfallGemini on September 28, 2017, 02:44:13 PM
Oooh, I like the super clean spritework on these. :3
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on October 03, 2017, 08:45:16 PM
Huh. That Solver-whatever totally doesn't look like a Uchuu Senkan Yamato inspired ship bristling with anti-everything death dealers ready to deal death suffering and pain on anything that gets within range...I want.
Title: Re: [WIP] United Aurora Federation
Post by: PyroFuzz on October 04, 2017, 03:54:01 AM
Now all we need is a phase submarine carrier! XP
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 06, 2017, 07:35:22 PM
can you guys see this? its a demosntration of our signature AA weapon system but not sure if we can reproduce it in current starsector version.

https://www.youtube.com/watch?v=OzcHPyMk12I
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on October 07, 2017, 10:24:47 AM
can you guys see this? its a demosntration of our signature AA weapon system but not sure if we can reproduce it in current starsector version.

https://www.youtube.com/watch?v=OzcHPyMk12I
...I'm no modder, but I'm not sure why it wouldn't work. The Reina's (which I assume was what you were showing off) seem to act like vulcans, though I could easily be missing something.
Title: Re: [WIP] United Aurora Federation
Post by: NightfallGemini on October 10, 2017, 02:00:34 AM
Just dropping by again to praise the smooth sprite art and that flak effect. Looks very nice so far.
Title: Re: [WIP] United Aurora Federation
Post by: PyroFuzz on October 10, 2017, 01:34:38 PM
I'm not trying to specifically aim towards this mod to do this, but i'd like to have more point defense like the Vulcan cannon.

I'm not sure if its just me but the visuals of a volley of quickly fired bullets look cool.

Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 10, 2017, 07:14:57 PM
I'm not trying to specifically aim towards this mod to do this, but i'd like to have more point defense like the Vulcan cannon.

I'm not sure if its just me but the visuals of a volley of quickly fired bullets look cool.



with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then.  :)
Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on October 11, 2017, 07:43:33 AM
with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then.  :)

Is it difficult to reproduce a fast-firing flak gun?

Those effects certainly were really sleek though!
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 11, 2017, 05:33:31 PM
Is it difficult to reproduce a fast-firing flak gun?

Those effects certainly were really sleek though!

It doesn't use the vanilla flak script IIRC. and such script are already obsolete which cant be used in 0.8.1a.
Title: Re: [WIP] United Aurora Federation
Post by: Tufted Titmouse on October 12, 2017, 07:12:28 AM
with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then.  :)

Is it difficult to reproduce a fast-firing flak gun?

Those effects certainly were really sleek though!

Not really, Just take the Vulcan and set it up so it's using the flak gun's bullet just scaled down
I did it
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on October 14, 2017, 08:23:30 PM
(https://i.imgur.com/q41vgi2.png)
Nameless
Heavy Freighter

Feel free to suggest names to her.
Title: Re: [WIP] United Aurora Federation
Post by: Az the Squishy on October 14, 2017, 10:22:34 PM
(https://i.imgur.com/q41vgi2.png)
Nameless
Heavy Freighter

Feel free to suggest names to her.

Monjria

Renga

Omoni

Hebira

Hebi

Onjoni

Oni

Those are a few names I thought of based on some of the others i saw.

Also, speaking of things. I am pretty sure somewhere, someone, had taken this stuff and gone made Rule 34 with it.
otherwise, I like what I see so far! Woo! Keep going!

PS:
 Heoka
 Noka
 Coria
 Kureto
 Tobka
 

Title: Re: [WIP] United Aurora Federation
Post by: jupjupy on October 15, 2017, 01:00:30 AM
Man, the Nameless is such a cool name for a ship, though. Maybe we could have one in-lore as some kind of hero ship?

As for class names,

Hakobu
Rifuta
Morigana
Aliana
Kamotsu
Unso
Takiko
Arixis

Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on October 15, 2017, 05:40:55 AM
A simple name but... i suppose "Fae" would work as well.
Title: Re: [WIP] United Aurora Federation
Post by: King Alfonzo on October 15, 2017, 04:24:30 PM
Auroch?
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on November 14, 2017, 06:05:46 PM
Opphaler. According to Google Translate, it's Norwegian for "Hauler"

Could just call it "Bob" however. Nice, Simple, gets job done.  ;)
Man, the Nameless is such a cool name for a ship, though. Maybe we could have one in-lore as some kind of hero ship?

As for class names,

Hakobu
Rifuta
Morigana
Aliana
Kamotsu
Unso
Takiko
Arixis


"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.

Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.

Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.

Think this plane for design.
http://www.desktopas.com/files/2012/11/18/lockheed-sr-71-blackbird-1920x1200.jpg
(http://www.desktopas.com/files/2012/11/18/lockheed-sr-71-blackbird-1920x1200.jpg)
Example lore
Spoiler
A terrifying relic of ancient times. Next to nothing is known about this strange cruiser sized vessel. What little the Domain managed to learn of this strange vessel of almost humanlike design seemed to terrify them even more. It's shape is barely known, it never comes up on even the most powerful of scanners. The only thing that the Domain of Man managed to learn was it's name, which has since been lost. It now goes by many names, but it is most commonly known as "The Nameless Hunter", on account that it only hunts the most powerful of prey.
[close]
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on November 18, 2017, 01:01:47 AM
Opphaler. According to Google Translate, it's Norwegian for "Hauler"

-

"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.

Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.

Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.

(http://i.imgur.com/lKB8AAI.png)
Exoscar
Fast Torpedo Wing

I believe this is what you're looking for. a very fast and nimble strikecraft capable of dealing strategic blow to enemy ships. but this one can only launch a barrage of torpedoes before needing to return to carrier for resupply. however, she won't have anything but speed to avoid taking hits. I also have a much bigger strikecraft ( as big as a Tempest frigate! ), but I havent remake it for use yet.

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

here's my counterpart of the vanilla small carrier. we're almost ready to launch the mod, starting with frigate size ships and their respective weapons!
Title: Re: [WIP] United Aurora Federation
Post by: A Random Jolteon on November 18, 2017, 07:07:07 AM
Opphaler. According to Google Translate, it's Norwegian for "Hauler"

-

"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.

Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.

Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.

(http://i.imgur.com/lKB8AAI.png)
Exoscar
Fast Torpedo Wing

I believe this is what you're looking for. a very fast and nimble strikecraft capable of dealing strategic blow to enemy ships. but this one can only launch a barrage of torpedoes before needing to return to carrier for resupply. however, she won't have anything but speed to avoid taking hits. I also have a much bigger strikecraft ( as big as a Tempest frigate! ), but I havent remake it for use yet.

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

here's my counterpart of the vanilla small carrier. we're almost ready to launch the mod, starting with frigate size ships and their respective weapons!
Hmm...That works! Glad to see it's almost ready though! even though it felt ready for a while
Title: Re: [WIP] United Aurora Federation
Post by: Hazard on March 13, 2018, 06:15:14 AM
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on March 31, 2018, 09:13:26 PM
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)

(https://i.imgur.com/5eoZzpy.jpg)

Give the big girl a bit more time aye? I mean, her engines are just about enough for steady as she goes.  ;)

ETA, somewhere in the middle of April.
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on April 01, 2018, 02:57:20 AM
ETA, somewhere in the middle of April.

Sweeeeeeeeet
Title: Re: [WIP] United Aurora Federation
Post by: Takion Kasukedo on April 01, 2018, 07:36:51 AM
The question arises of Nexerelin compatibility.

Or will it not have it from the start?
Title: Re: [WIP] United Aurora Federation
Post by: Kevin Flemming on April 01, 2018, 07:47:07 AM
Wow, these look amazing. Love the style and detailing! Think I found my new faction. ;D
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on April 02, 2018, 06:23:51 AM
The question arises of Nexerelin compatibility.

Or will it not have it from the start?

Unfortunately no, but the mod will eventually grow into a full fledged faction mod and then we'll work on making it compatible.
Title: Re: [WIP] United Aurora Federation
Post by: Harmful Mechanic on April 03, 2018, 11:11:09 AM
Nex compatibility isn't really that hard (I'd estimate it's about an evening of work), but it can be one more thing than you need to deal with when you're just trying to make it to release on your first mod. You're going to be wrestling balance demons and hunting bugs anyway; same deal with GraphicsLib integration (although once you know how, there are advantages to integrating it from day one).

Looking pretty good so far, if a little flat (mostly notable because your weapon sprites aren't). Kind of annoyed by the reversed painted text on the sprite; I'd probably make that actual type on a separate layer with a gentle distortion.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on April 11, 2018, 10:31:57 AM
So, uhh - some good news I suppose, the basic weapons are ready to go and my flagship happened to be the best ship as a weapon testing platform.
The mod will be ready for public test release as soon as she arrives at the outer reaches of the sector - which is somewhere in this or next weekend.

(https://i.imgur.com/tI5aeCF.png)
Title: Re: [WIP] United Aurora Federation
Post by: Nanao-kun on April 13, 2018, 08:28:20 PM
Can't wait to see it come out.
Title: Re: [WIP] United Aurora Federation
Post by: Ryxsen1421 on April 14, 2018, 06:00:13 AM
(https://i.imgur.com/vGrBOLH.png)
Neuxoria
Super Carrier
Advanced

A new late-game / hi-tier supercarrier exclusive for the sub-faction- Neuxoria has arrived, her main purpose is to stay back behind friendly lines and provide air support with her large and spacious flight decks. Oh and since this faction's main strength would be their carriers and fighters. I made a quick concept sketch of my current plans for carrier line ups ( subject to change ).

Spoiler
(https://i.imgur.com/jEyxlVO.jpg)
[close]
Title: Re: [WIP] United Aurora Federation
Post by: Arkar1234 on April 14, 2018, 07:33:59 AM
Hmm... Exoria looks like some kind of Phase minelayer or Drone boat.
Title: Re: [WIP] United Aurora Federation
Post by: Hazard on April 19, 2018, 11:55:58 AM
Looking good! Can't wait to try out the test release.
Title: Re: VERSION 0.0.1
Post by: Ryxsen1421 on April 28, 2018, 11:26:36 AM
(http://i.imgur.com/DV9qMHh.png) (http://www.mediafire.com/file/xjjc88wdhj2vsno/United%20Aurora%20Federation_0_0_1.zip[/url)
Mini UAF
Click here to download version 0.0.1

Released:
Ships:

Weapons:
[/list]
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Nicke535 on April 28, 2018, 12:32:07 PM
Nice to finally see the mod get off the ground! I played around in the test mission, and this is what I could think of immediately:


1) Sound design is really nice, but it has issues with timing (weapon sounds play long after the weapon has been fired).

2) The Reisen seems to have one of its Medium Ballistics slots as a Large Ballistic instead (the frontal right one).

3) The Weiss_50 and Claris_50 have identical projectile appearance despite having wildly different mechanics/stats, which makes them very hard to identify in a firefight.

4) The Solvernia seems to have 4 built-in cannons, but these can be removed by clicking "Strip" (This is probably due to an issue in the .ship file). It also completely lacks collision bounds.

5) The special hullmod doesn't seem to work as intended: looking through the code it seems as though you are using some functions in ways they don't quite work. Also, a quick tooltip on what, more exactly, the hullmod is supposed to do would be nice.


All in all, really nice work for a first version!
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Ryxsen1421 on May 04, 2018, 10:20:25 AM
Nice to finally see the mod get off the ground! I played around in the test mission, and this is what I could think of immediately:


1) Sound design is really nice, but it has issues with timing (weapon sounds play long after the weapon has been fired).

2) The Reisen seems to have one of its Medium Ballistics slots as a Large Ballistic instead (the frontal right one).

3) The Weiss_50 and Claris_50 have identical projectile appearance despite having wildly different mechanics/stats, which makes them very hard to identify in a firefight.

4) The Solvernia seems to have 4 built-in cannons, but these can be removed by clicking "Strip" (This is probably due to an issue in the .ship file). It also completely lacks collision bounds.

5) The special hullmod doesn't seem to work as intended: looking through the code it seems as though you are using some functions in ways they don't quite work. Also, a quick tooltip on what, more exactly, the hullmod is supposed to do would be nice.


All in all, really nice work for a first version!

1) Thank you, I really made a good ( and got lucky with it ) choice in hiring a local skilled person!

2) Fixed!

3) I agreed, Weiss_50 is basically the close-in-weapon system that fires fragmentation rounds - it should work similarly to my basic MG which is the Reina MG.. however, Claris is an anti-ship cannon. so, yes. I believe that needs some changes to the projectiles and such.

4) How do you fix the 'strip' problem? I also noticed that collision bound issue ( only after releasing it tho ) as well and fixed it.

5) The special hullmod should work similarly or exactly like the vanilla 'XIV Battlegroup'. but in my version, they would enhance weapon range ( preferably point-defenses ) and fighter wing performances such as increased combat endurance and other generic upgrades that's suitable for respective ships.
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: xenoargh on May 04, 2018, 02:49:28 PM
Quote
4) How do you fix the 'strip' problem?
Make the weapons Built-In, not part of the Variant.  Build-In weapons may not be removed via Strip.
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: LeoMaximus on May 07, 2018, 03:44:28 AM
Yeah I've loaded the ship's data file onto the ship editor and added the weapons to the fixed slots. Looking forward to your work, love the ships these act like Battle-cruisers once you hit the jets   


(https://i.imgur.com/QdOSPgD.png)
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Ryxsen1421 on May 07, 2018, 09:10:53 AM
Looking forward to your work, love the ships these act like Battle-cruisers once you hit the jets   

Thanks, Reisen is meant to be yours truly if you're looking for a speedy capital ship - Solvernia in the other hand, is your mobile fortress that should take hits for your fleet while the rest flanks around for the kill.
Title: Re: [WIP][0.0.1] Mini_UAF - Public Test Version
Post by: Ryxsen1421 on September 16, 2019, 06:32:39 AM
Hey everyone,

Im back with a new determination and motivation to continue working on this mod with a team of close friends. But while waiting for the others to graduate from their respective colleges. I'll be trying to come out with as many sprites as possible at the ready so that we can get started. Here are a few of them that I just came up with. Disclaimer: I'm aware of the sprites being overly huge, they'll be resized when put into the game.

Tier 4 space crafts
Expensive and requires cooperative standing with faction.
Spoiler
(https://i.imgur.com/4CiM6NU.png)
Forlorn
Air Superiority Fighter
Dual Kinetic Gatling Cannons
Single HE Gatling Cannon
Dual AAM Pods


Slightly armored, moderately speedy, low ammo storage, 4 fighters per wing.

(https://i.imgur.com/zU5X3JG.png)
Axiel
Advanced Phase Fighter
Single large-caliber EMP Cannon
Single Kinetic Gatling Cannon
Dual Dumbfire Rocket Pods


Poorly armored, high speed, phase-able, low ammo storage, 3 fighters per wing.

(https://i.imgur.com/iWa3Nwf.png)
Naggy
Railgun Attacker
Dual Anti-Ship Kinetic Railguns
Single Kinetic Gatling Cannon


Average on all stats, slightly prone to overheat flux, shielded, 2 attackers per wing.

(https://i.imgur.com/goBX0PM.png)
Harriet
Strategic Heavy Bomber
A shipload of High Explosive dumb bombs
Front and Rear Gunner Turrets
Active Flare Rear Launcher


Heavily armored, slow and vulnerable, EMP-proof, 1 bomber per wing.
 
(https://i.imgur.com/YNunvez.png)
Sera
Fast Strike Torpedo Bomber
Five Anti-Capital torpedoes

Poorly armored and somewhat fragile, Versatile and nimble, EMP-proof, 1 bomber per wing.

[close]
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: LeoMaximus on September 16, 2019, 06:50:12 PM
Welcome back, wow your sprite work is amazing.
Title: Re: [WIP] Auroran Shipyard
Post by: ASSIMKO on September 23, 2019, 03:52:18 PM
 
:o
You have my interest.


we are two with the same interest ;) :D :D :D
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Ryxsen1421 on November 14, 2019, 06:32:58 AM
New not really new, just remastered boat just came in along with the militarized variant. She is meant to be more or less Reisen's escort carrier, providing close air support and all that.

(https://i.imgur.com/osDqm2C.png)
Exoria Class Carrier
Standard

UAF's standard aircraft carrier that carries at least 3 or 4 fighter wings. She came with a large cargo hold / aircraft hangar while using the same powerful engine that powers a Reisen class battlecruiser which made her perfect for a medium size speedy flotilla.

(https://i.imgur.com/uhn8L7q.png)
Exoria(M) Class Carrier
Military

Exoria, but militarized inside out. She traded her aircraft / cargo capacity for large missile built-in launchers and also comes in with extended amount of gun mounts for extra firepower. Suitable for someone that wants to be closer to the front line while able to protect themselves.

 
Spoiler
(https://i.imgur.com/VhAEHa8.jpg)
[close]
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Lethice on December 17, 2019, 04:14:09 AM
Sooo guessing this aint compadible with the newest version of the game(Yet?)?
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: connortron7 on December 17, 2019, 04:43:45 AM
Sooo guessing this aint compadible with the newest version of the game(Yet?)?

Given that it says "OUTDATED" in the title,  id say yes....
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Nanao-kun on December 17, 2019, 09:35:34 AM
Still looking forward to this though. Love the art.
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: deoxyribonucleicacid on October 11, 2021, 09:48:20 PM
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: connortron7 on October 12, 2021, 03:52:44 AM
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: alexwtb234 on October 12, 2021, 03:17:02 PM
thats one of those mods i am willing to delete a save just to use it
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Aramoro on October 12, 2021, 04:34:19 PM
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!
Has nobody read the forum rules about necroing posts?  ???

off topic but, is there a place to request old mods to be updated?
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: 6chad.noirlee9 on October 18, 2021, 06:58:41 AM
i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc
Title: Re: [WIP][OUTDATED] United Aurora Federation
Post by: Ryxsen1421 on February 22, 2022, 07:45:06 AM
i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc

Spoiler
(https://i.imgur.com/obYo1SP.png)
[close]

Your wish came true, the mod have been secretly under development and I tried my best to make sure that UAF pretended to be dead until I deemed its ready to be released.
However, the mod was already playable since 2 years ago, I just refused to release it because I don't want to rush it... but I guess I did.

Enjoy!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: tomatopaste on February 22, 2022, 08:54:21 AM
(https://i.imgur.com/w139kxo.png)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Ruddygreat on February 22, 2022, 12:45:04 PM
Congrats on the release, though just at a first glance the balance on this is awful - esp. for the capitals

I dl'd the mod and did a set of (extremely unscientific - 1v1, player vs ai in the SCVE mission) tests with whatever loadout came to mind first and of the caps I tested, 5 could beat an apex from Apex Design Collective (https://fractalsoftworks.com/forum/index.php?topic=22704.0) hands down, with no competition.

3 main things stuck out to me (outside of the caps being boring stat sticks)-
not gonna lie I don't have particularly high hopes for the balance of the rest of the mod after this, I know it's a work in progress but some of this stuff is glaringly obviously OP.

I'll give it a shot in a normal run (and give some less "lol what were you thinking"-tier feedback), but I doubt they'll become a mainstay in my modlist for the above reasons.

also a silly lore question for my mod that might never see the light of day - I see the UAF make heavy use of AI, are they proper members of their society or are they subservient to the humans?

EDIT : lol you forgot to add them to the bounty manager

add this to your modplugin's onNewGame() to get them to spawn bounties
Code
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
and other players can use this command to get it to happen in existing saves
Code
runcode com.fs.starfarer.api.impl.campaign.shared.SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Harmful Mechanic on February 22, 2022, 07:54:30 PM
I'm with Ruddy on balance, but; kudos for adding some off-the-wall culinary commodities, even if chocolate lava cake immediately makes me think of the infamous meltdown scene from Chef.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: arwan on February 28, 2022, 05:31:11 PM
they may be OP, sure, but the style of the mod, and the sound scape that is with the mod has quickly made it a favorite of mine, i have been having a lot of fun trying out all the ships i can get my hands on. i noticed that a lot of dialogue and flavor text in the game could use a once over for grammatical issues. but that is to be expected.

as far as it being OP though, i also believe that not everything needs to be balanced in line, some times its nice to be the boss in a fight.

keep up the good work. and make it like you want it. ultimately its your mod and faction.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Lemuria on March 01, 2022, 05:28:16 AM
Where's the source code of this mod?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Ruddygreat on March 01, 2022, 09:10:16 AM
Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.
EDIT: huh, turns out i was entirely wrong, dunno where I got vanilla portraits being 64 * 64 into my head, sorry!

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Lemuria on March 01, 2022, 09:41:58 AM
Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)

Is the source code out there? Well, I need to search harder.

And after searching harder, I think I found the source code.

https://github.com/suzakuchris/uaf
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Goemon29 on March 01, 2022, 02:10:06 PM
Where's the source code of this mod?

It's not included in the mod (@ author can you include it in the next update?)

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.

(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)

Is the source code out there? Well, I need to search harder.

And after searching harder, I think I found the source code.

https://github.com/suzakuchris/uaf

That may be the source code of a earlier closed testing version tho. From what I remember CY was still doing stuff after Dezember so it doesn't look like the updated version we have avaliable to download atm.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation
Post by: Yunru on March 01, 2022, 02:32:48 PM
There's no obligation to post source cod.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Harmful Mechanic on March 01, 2022, 05:40:11 PM
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Goemon29 on March 01, 2022, 06:41:27 PM
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Pegboard on March 01, 2022, 07:12:40 PM
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?

I noticed this on Day 1 and had to set up a colony with an orbital works and a pristine nanoforge so that UAF wouldn't be running around with 5 DMod fleets
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Ryxsen1421 on March 01, 2022, 08:10:30 PM
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?

prior to release, our nanoforge worked just fine until we realize too late that its actually boasting 700% ship quality!

however this is more of a leftover from more recent testing, we tried to copypaste the vanilla coding from existing nanoforge to see if we can somehow fix the stubborness of our nanoforge refusing to unapply themselves even after we took them off the industry. but otherwise the stat should be;

anyway, guess I'll annoy my co-dev some more about it.. she's already hampered enough by it.

+2 production
+35% ship quality
-1 stability
-pollution
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Lemuria on March 01, 2022, 08:38:29 PM
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.

Well, here's a website full of articles on why free software (free as in freedom) and freely licensing your code is important.

https://gnu.org
https://fsf.org

Aside from that, I find source code access important, and I will not be running the UAF mod until I have the source code. I don't want my freedom taken away, nor do I want to risk my computer's resources being used by a potential virus in the mod. And no, I'm not insinuating anything about your mod or what you put in it, it's just safety protocol for me to always ask for source code.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Dal on March 01, 2022, 09:05:32 PM
The source code is in the jar, guys. Open it with an archive program and extract the zip within.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Caymon Joestar on March 01, 2022, 09:34:37 PM
The source code is in the jar, guys. Open it with an archive program and extract the zip within.

But I dont know how to open the pickle jar by myself

also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.


128x128 is the standard size for ALL portraits including vanilla.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Lemuria on March 01, 2022, 10:30:38 PM
The source code is in the jar, guys. Open it with an archive program and extract the zip within.

No, I extracted the jar with "jar xf UAF.jar" (it's a terminal command), and it was all .class files. Not the source code.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Histidine on March 01, 2022, 11:21:18 PM
(https://i.imgur.com/qrEFu3G.png)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Obsidian Actual on March 01, 2022, 11:27:25 PM
I use this Java Decompiler GUI (https://github.com/java-decompiler/jd-gui) to explore the "cooked" JAR files of every StarSector mod I've played with thus far, as part of my efforts to learn how to code for this game.

As with all decompilers, the resulting converted java is not a 100% match for the original source code, but at least the interface is clean and lightweight, which suits my purposes. Thus, having a ZIP or unpacked java src folder within the mod folder is no longer a necessity for me.


Let us leave it at that and keep this thread on topic please.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Sheodoq on March 02, 2022, 02:35:04 PM
Found a typo in the mod for the Hikone 125 AP(O). It's marked as anti-armor while using kinetic as its damage type.

Using the 27/02 2022 version
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Harmful Mechanic on March 02, 2022, 05:05:35 PM
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.

As far as any misguided attempts at 'securing' code go, it doesn't do much.

Well, here's a website full of articles on why free software (free as in freedom) and freely licensing your code is important.

https://gnu.org
https://fsf.org
Preaching to the choir.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2a
Post by: Lemuria on March 02, 2022, 10:51:17 PM
I use this Java Decompiler GUI (https://github.com/java-decompiler/jd-gui) to explore the "cooked" JAR files of every StarSector mod I've played with thus far, as part of my efforts to learn how to code for this game.

As with all decompilers, the resulting converted java is not a 100% match for the original source code, but at least the interface is clean and lightweight, which suits my purposes. Thus, having a ZIP or unpacked java src folder within the mod folder is no longer a necessity for me.


Let us leave it at that and keep this thread on topic please.

I'm probably going to start a thread about mod source code, but for me, decompiling JARs isn't enough. I want the ACTUAL source code, not decompiled source code.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 04, 2022, 01:15:42 AM
... well, I just found and salvaged a Solvernia elite flagship dreadnought.

In testing, only the Sajuuk-Khar (Hiigaran Descendants) could take it one on one. Even then it could've easily gone either way.

I did see it chew through several fleets in the simulator.  :o
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: UpRightUpDown on March 05, 2022, 07:42:36 AM
Is this mod gonna receive updates? The first post says it's discontinued but this thread seems to be active and the author has posted implying they will update the mod.

This is a incredible mod that I hope continues to be updated.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Yunru on March 06, 2022, 02:43:18 AM
It's functional, and that's enough for the author(s) to want a stress break.

I hope they chose to return to it, but appreciate if they don't want to.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 09, 2022, 05:48:38 PM
Hmm... no 'Commissioned Crews' it seems.

I wonder what kind of advantage they'd get?  ???
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: LinWasTaken on March 10, 2022, 01:10:59 AM
are there any plans on adding your own hullmods? or custom stations?
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: kintsu on March 10, 2022, 03:01:48 AM
No longer discontinued, that’s great to see. I suggest anyone who wants changes or additions to support the author through their fanbox: https://cyarrival.fanbox.cc/ as well as MesoTronik: https://fractalsoftworks.com/forum/index.php?topic=19739.0
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: AppleMarineXX on March 10, 2022, 07:07:32 PM
I'm loving the aesthetics of the mod - the portraits and ships are wonderful, the weapons are interesting, and the music makes me feel very comfy.

One issue though - for some reason my game crashes after talking to UAF characters. I'd be on Random-Sector Nex playthroughs and talk to the Admin on the Independant for the first time (while not being commissioned), and one of the dialogue options would spazz out with a NullPointerException. I'd then dodge out of the dialogue with "forcedismissdialog" with a console command. Then I went to talk to the Queen, selected one of the dialogue options (which gave like a blank response), and when I leave the planet I crash a few seconds later. I'm not sure what's the cause, though.

It's happened to me on like 3 separate runs already - I'd fly to the UAF system, talk around, then promptly crash. I remembered to save the log for one of them though:

Log:
Spoiler
3558549 [Thread-3] INFO  sound.public  - Cleaning up music with id [njol.ogg]
3558549 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
3558559 [Thread-7] INFO  sound.public  - Cleaning up music with id [uaf_final_friendly_market_loop1.ogg]
3559038 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
3559057 [Thread-9] INFO  sound.OooO  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
3559733 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:748)
[close]

I'll try to post a video of it spazzing out later.


EDIT: I haven't been able to replicate the crash state yet, but here's the sequence of events to the Null response when talking to Nia:
- 2. Try to Spark a Conversation with Nia
- 3. <Converse>
NullPointerException: Null
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: raedenjin on March 13, 2022, 03:59:07 AM
Also here to show a crash report --

I get a nullpointer when I try to open the market at Hem Fayette. "Fatal: Texture [advanced_fuel_prod] from category [industry] not found"


Spoiler
556832 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [advanced_fuel_prod] from category [industry] not found
java.lang.RuntimeException: Texture [advanced_fuel_prod] from category [industry] not found
   at com.fs.starfarer.settings.StarfarerSettings.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.FuelProduction.getCurrentImage(FuelProduction.java:42)
   at com.fs.starfarer.campaign.ui.marketinfo.ooo0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.s.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.newsuper.showOverview(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.newsuper.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: raedenjin on March 13, 2022, 08:26:21 PM
Nevermind.. I messed with stuff in settings.json, market opens as expected!

Unrelated but I also really like your work on UAF! Love the graphics and sounds!
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: blackcatvn on March 15, 2022, 09:03:05 AM
Hi, just want to say the this mod has the best looking ships ever for me. Really appreciate your work here.
Btw, is there a guide to spawn your special pilot bar quest. I saw it once but mis-clicked escape and never saw it again...
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 15, 2022, 03:13:17 PM
Now that I've played around with the mod a bit, some opinions:

I like the ships and the factions style, but I have to echo some others here about the weapons needing some balancing.

For example, the Semibreve nuclear missile rack. It's a large mount missile that gives you four shots of 8000 damage, to put that in perspective that's comparable to what you can find in 'Superweapons Arsenal' (except in a regular manufactureable weapon system instead of an incredibly rare find in ruins or ripped off enemy bounties), with only a collateral damage downside all for only 25 ordinance points. You can use 'Expanded Missile Racks' can double it's ammo count, but considering that sticking two of them on a Legion lets it double tap a Paragon with laughable ease, you won't need it.

For balancing that specific weapon, assuming you don't want to make it weaker, I'd recommend lowering it to 1 shot and maybe making it unaffected by 'Expanded Missile Racks'. Then I'd increase it's ordinance cost to at least 40, possibly higher.

Anyway, looking forward to this mods future.  8)
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Cyber Von Cyberus on March 16, 2022, 10:16:55 AM
So far I like this mod, it has some good potential. One thing that really annoys me though is Favonius, it keeps spewing out an unreasonable amount of tourist fleets from different factions and I always find 20 fleets full of buffalos and nebulas fighting eachother and massively slowing down the game. After finding that out I started always targeting and destroying that planet as my first priority.

Perhaps you could tone down the spawn rate of tourist fleets, or if you can't simply remove whatever industry or market condition Favonius has that makes those fleets spawn ?
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Oni on March 16, 2022, 04:06:36 PM
So far I like this mod, it has some good potential. One thing that really annoys me though is Favonius, it keeps spewing out an unreasonable amount of tourist fleets from different factions and I always find 20 fleets full of buffalos and nebulas fighting eachother and massively slowing down the game. After finding that out I started always targeting and destroying that planet as my first priority.

Perhaps you could tone down the spawn rate of tourist fleets, or if you can't simply remove whatever industry or market condition Favonius has that makes those fleets spawn ?
They should also be neutral (edit: as in Independent faction), just named Tourism Fleet or something, regardless of which faction they spawn from.
That way they'd only really be fighting pirates.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Cyber Von Cyberus on March 17, 2022, 01:36:16 AM
They should also be neutral, just named Tourism Fleet or something, regardless of which faction they spawn from.
That way they'd only really be fighting pirates.
From what I've seen, hostile factions will attack each other. I've seen plenty of hegemony tourist fleets attack other hostile tourist fleet such as the Anarkis, Legio or League.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Sincronic on March 18, 2022, 10:09:33 AM
I'm getting some kind of error related to colors. I've put 4x Menascars in an Isenoria(P), with hullmod Swarm Core + Fighter Armor removal from modern carriers mod, and strikecraft specialization from unusual hullmods mod, and the game crashes upon hitting enemy with bombing run. Here's the 2 logs if it helps

Spoiler
445898 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.String(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.super(Unknown Source)
   at com.fs.starfarer.renderers.damage.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Spoiler
447794 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.String(Unknown Source)
   at com.fs.starfarer.renderers.damage.F.super(Unknown Source)
   at com.fs.starfarer.renderers.damage.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I did a couple tests and it seems to happen only on this carrier if you use all 3 hullmods but i might be wrong.

Loving the mod so far  :D
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: kintsu on March 20, 2022, 03:01:03 AM
I've been enjoying this mod quite a bit! I found some typos in the quest for
Spoiler
Yimie where you walk her home https://i.imgur.com/jkVIQHF.png
[close]
.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Visha on March 25, 2022, 09:58:49 PM
I absolutely love this mod, the ships look fantastic, and preform really well. the animations are so freaking good on all the guns, and the ships are alot of fun to pilot, the super capitals are awesome to throw on to the map and pulverize enemy fleets
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Kakroom on March 26, 2022, 06:57:38 PM
The first time I fired the howitzer that is also a ship was the first time I saw light in this grimdark universe
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: heh on March 27, 2022, 10:02:40 AM
I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.

If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.

edit: just found out if affected all the modded factions.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: BHH on March 28, 2022, 09:36:37 AM
Are there any other quests other than the one that send you to a pirate base?
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: SomeKindOfLifeform on March 28, 2022, 05:18:28 PM
I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.

If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.

edit: just found out if affected all the modded factions.
You would probably be better off posting this in the forum of the mod that adds the home command rather than this one.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Sheodoq on March 30, 2022, 04:31:24 PM
While playing UAF I had a lot of fun and found them very interesting with varied ships and interesting faction design.

After playing for awhile just wanted to give some feedback, suggestions, and some things I noticed while playing.

Campaign
Ships
Weapons and Fighters

I hope this helps c: Also Solvernia pls I need more cute warships.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Mosthra on March 30, 2022, 08:26:51 PM
tks for great mod. The ships are so beautiful
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2d1
Post by: Phantasia on April 01, 2022, 07:36:55 AM
FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Ryxsen1421 on April 02, 2022, 12:28:16 AM
An essay worth of useful feedback.

Thank you sincerely for your constructive feedback, I've already shared this to my friends and other players and they seems to agree with your points. I also appreciate that you took your time into writing this, I will try to reply as best as I could into several categories as you have written before;

Campaign:
Spoiler
  • It is intentional that I planned the reputation grind to be this slow. You as the player will never be a full fledged Auroran, you are definitely a local starfarer who took interest in the newly arrived faction and probably wanna learn or interact more with them. However, as you already know by now. The interdimensional bakery serves as both custom commodity and a nice method to level up your reputation with the faction. It's currently a work-in-progress atm and will continue to work on that until its refined enough for me to move onto the next stage of UAF development. I've also made sure that the entire Persean sector are basically at open war with the unknown (UAF), however I also received words that the relation thingy is not working for some reason? I'll look into that when I have time for it. 
  • UAF Keycard initially started as a simple reference to the colorful labs keycard from a game name Escape from Tarkov that basically rewards you with massive amount of money depending on the color of the card. I have recently came up with a plan to further utilize these cards by creating some sort of a parody of a premium gift shop in-game. However, you don't need to pay real money for it. You just need to trade-in vanilla survey data in exchange for the keycards. Once you have a card, you can trade it for any items or packages that was offered in a special cafe somewhere in Favonius. Some item will be in limited numbers per game while others refill per month. I din't know that some cards will spawn more often than the rest, I would appreciate if anyone reading this can provide info on how often does one card spawn, regardless of the types.
  • I am well aware that some factions do offer get-rich schemes with their commodities but I don't really want my bakery to be like that, instead we kinda did it in the same way as how Volturn lobsters are valued with a lil' bit of sweet bonuses around them, especially the giggles if you noticed! You have also gave me an idea of a special type of rare bakery products that can be gifted to the Auroran officials for higher boost of reputation but it'll be a random loot drop and does not produce from any industries. Which means, the pineapple cake will be used and given proper sprite sooner or later. There will be more coming as well!
  • Currently, Yimie's Tilted Dagger quest is the only custom story line we have in-game. It's a prototype for us to work on before we move onto the real one which is the Queen's Campaign, the primary reason to why UAF is a thing in the first place. I have yet to write anything about it and I would rather focus on completing the faction's arsenal and mechanics first before the main story itself. With that being said, you can easily tell that we simply took all the vanilla quests and put them into our faction as placeholders. It may sound ridiculous that the queens themselves are offering their services to steal their own ships, but gameplay-wise - you should think of it as a means for the player to easily purchase our arsenal of ships and weapons more easily. I will be focusing on custom quests after the next major patch.
[close]

Ships/Weapons/Fighters:
Spoiler
  • I see no problem with that honestly, the stock ships are basic versions and doesn't really offer anything much other than the fact that it will be able to enjoy full advantage of Ballistic Rangefinder or whatever other mods offer that'll boost ballistic weaponry. FYI, some already think I'm bloating up the faction by having numerous amount of fighters and ships but I simply don't care about what they think. I want my faction to feel like a big federation of united nations and also to offer as many variants as possible to fight against. Should they choose to have UAF as the enemy. Not to mention I never want UAF as a competitive modiverse faction, I intentionally design my faction this way as it is my personal passion project and its my own way of world building based on a concept from my comic project. Think of it as a playable light novel, a faction literally dedicated and created around a single character, the Permaisuri Aeria Charlotte Yuki.
  • Honestly, I may have given extra attention to the Automata ships because they're the most flashiest and unique sub-faction available to the UAF. I'm quite sure a number of people have already nicknamed them as 'Space Police' thanks to their blinking police lights. They're suppose to be the UAF's elite special force that's more suited to fight against battle hardened enemies and tend to experiment a lot with Persean Sector technologies regardless of their tech level. Not to mention I also gave them hybrid, composite, universal and energy mounts as a futureproof for when the player wishes to utilize their own arsenal on UAF ships. The UAF research divisions are currently developing their own energy weapons and they will be deployed when they're ready.
  • November ships in the mean time are the Queen's personal elite fleet. They're the backbone of the UAF Navy and prefers to stick to the good ol' tactics of overwhelming firepower and airpower. They also have extra armor installed on their ships as they're expected to fight at the front line and bring the fight to the enemy. Hence why they have frontal shield only with probably higher capacity while Automata gets to enjoy having omni shield with better damage-to-flux performance.
  • With these in mind, I'd like to note that stock ships are basic versions that are accepted into navy service. The two sub factions will customize these ships to further meet their needs depending on their doctrines; November (M) ships are meant to be armored ships with classic naval doctrine in mind while Automata (SP) is a highly experimental and more radical approach to combat and utilities. Prototype ships are literally as advertised, they're experiments that wasn't accepted into service but available for limited production.

    (M) - Armored and upgunned, but slower and limited in loadout versatility.
    (SP) - Experimental and versatile but more expensive and high maintenance.

Best example would be Zepporia(M) and Neuxoria(SP), they're both Supercarriers with more or less the same tonnage and size but each have their own attributes and features. For example;
Zeppy have higher survivability and can defend herself thanks to her superheavy armor plating and large amount of weapons placed in defensive angles while Neuxoria gets to enjoy having more fighters and even greater maneuverability, which means she can disengage and flank more easily than the other if needed. All according to their sub faction's doctrine.


  • You might notice that a couple of the Automata ships have external upgrades such as Lillaru(SP), Akatsuzuma series and Shinoria(SP). Their states are reflected accordingly to the added weight by having slower top speed and maneuverability. Thus somewhat changing their playstyle as they have something more than the stock variant. They're not necessarily better than the others but who knows they're exactly what you need in your fleet?
  • Ah yes, the controversial missile battlecruiser. I kinda saw it coming really and I'm not surprised at all, countless people already warned me about the potential dangers of having such a ship in my faction. ( then suddenly Alex made a bunch of new ships with more or less the same characteristic as mine, coincidence? ) But this is exactly what the UAF need to fight against numerous enemies that uses all kinds of terrifying technologies such as black hole spewing missiles or even phase ships! UAF is a relatively fresh faction and the best tech we got are simply guns, fighters and nukes. Reisen(M) in the mean time was recently buffed because a number of people said during the closed testing phase that we deserved some buffs. Our ships actually performed worse and OP starved before the release version, not to mention our guns are also kinda hit and miss as well in terms of performance. I will do another run of balancing at some point but not now, it's kinda mentally demanding honestly especially when I gotta deal with 200 variants and so much more.
  • Minoria is pretty difficult to balance as it's a frigate carrier. Yeah, I know it's a frigate and I'm not changing that. I kinda like the way it is and my core audience don't want me to change it. However, I will admit that PPT is all over the place - I will address this issue as well across all ships of the UAF and adjust accordingly to how Alex do his vanilla ships.
[close]

Spoiler
  • The current UAF arsenal are just the basic weapons that the faction need to function properly as we do not use anything vanilla at all. I mean, we're suppose to come from alternate dimension right? Better stick to theme! I kinda like the large weapons as they are atm, they feel like actual naval guns and they hit pretty good too, especially the Tona series and Solvernia's main guns.

FYI, more gun barrel means higher rate of fire but wider spread and less damage per shot. Vise versa for the lesser barrel version of every standard weaponry.

  • I will take a look at the Minirest, all missiles and medium weapons again, I might bump them to 10 OP and do something with the small weapons. I don't need them to perform better or worse than the vanilla counterpart, its just there to provide variety of choices for the faction to use on their ships. There are some exceptions of course and we'll see if we can improve on them or not.
  • It's pretty tricky to balance out the UAF's Tier 4 fighter wings such as Forlorn and others. There are no vanilla equivalent to super fighters other than maybe broadswords as far as I know. Please note that it's been years since I played vanilla and I don't have time to freely play anything but my own faction for obvious reasons. So feel free to correct me if I'm wrong and suggest whatever you have in mind that might help me in this particular matter. Their performance must reflect on the fact that they're very costly to install on carriers and if they perform any worse than that. What's the bloody point of having them then? I honestly think its better to just outright give them high HP and armor for survivability rather than installing some hidden hullmod that allows them to soak up damage. Point taken though, I need to experiment more with this just to be certain.
  • Menascar is a high speed torpedo bomber and the way it performed in-game is really just awesome, I will not change that no matter what. but I can at least make it more fragile as you noted that its speed alone is already helping as not all point defenses can effectively intercept her in time.
  • Currently, the UAF fighters are categorized in 4 tiers via noticable OP cost. T1/<10, T2/10>, T3/20>, T4/25>. Their goal is to provide maximum carrier loadout versatility and to provide as many roles as possible ot the player and faction itself. Allow me to write some examples below;

    Carpet bombers (Flower name series) - Saturate the whole area with bombs as area denial tactics, they dont necessarily have to hit but it feels great when they do.
    Torpedo bombers (SCAR series and Taufan(NX)), Strike hard and fast with style! Watch as they do a drive-by and drift out of combat after dropping their payload.
    Fighters (Aria series, Forlorn ) - Front liners equipped with universal loadout, good vs everything but not specialized vs anything.
    Interceptors ( Mitsurei, Surreal line ) - Good vs Fighters but will use their heavy missiles vs ships when necessary.
    Attackers ( SKY series ) - Dedicated anti-ship fighters, good vs ships.

[li]You can clearly tell that UAF have a serious focus on airpower, there will be more wings coming in the next following patches and won't be part of the main roster but still available for purchase in the up-coming gift shop. That's where you can also redeem prototype ships and weapons too.[/li][/list]

There'll be more girls and boys like Solvernia and others too with their own UAF skills. There'll be special skins of the unique commanders as well so look forward to them!
[close]

With that out of the way, I'd like to thank everyone for trying out my mod. Some even decided to support me directly through my fanbox which is greatly appreciated, CNSector also seems to welcome my mod pretty nicely as well. I'll admit that the first few weeks are brutal as people (ENSector) preferred to meme on the negatives instead of playing the mod itself for what it is but I digress. I'm just happy that UAF is finally out and that huge burden was finally out of my heart, that's all that matters.

Until then, I'll be lurking around and take note of feedbacks.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Watchin_Life_Go_By on April 02, 2022, 01:55:45 AM
I love this mod its been fun playing with the faction in my current play through. I look forward to see your vision come true. Rip to when you take out the Queen's Underworld bounties, it was funny stealing ships from her own faction.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: beaverslayer on April 02, 2022, 10:00:12 AM
UAF is my favorite faction I've played so far. The ships, fighters, and characters look awesome and the variety keeps things interesting. Keep up the great work!
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: LinWasTaken on April 03, 2022, 07:36:04 AM
so when do you plan on adding this mod to the index?
after adding more weapons? ships? or after you finish the queen's story?
(looking forward to all of those)
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Sincronic on April 03, 2022, 05:31:27 PM
The only thing that was a bit confusing to me were special variants of - i think - every ship, that has a wasp drone fighter bay, and nothing else compared to its standard variant.

For someone with lame gpu like me, i think this spends a lot of memory, and the the blueprint list when you open ship production page looks almost bugged with how every ship is doubled:

shipA (SP)
shipA (SP)
shipB (SP)
shipB (SP)
(...)

Personally i'd remove all those as they are pretty much same thing as their normal variant (probably also makes battle laggier if you for example take 20 small ships with wasp x6 each); and normal ships are already good as is.

On the topic of keycards, i tried one decently long playthrough to the point i've become god in game, and i've found about 4+-1 keycard in total. IMO, considering how few of them i got, i didn't even notice there is rarity system behind them until i took a look into graphics folder. Maybe it's just my luck though

I'm not sure what others think of it, but i found the weapon names a little bit complex, it takes a while to find what youre looking for considering how there are double, triple, quad barreled weapons, AP/HE, torpedo with/without shield. Compared to vanilla weapon names at least, such as Arbalest cannon for example.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: IGdood on April 03, 2022, 08:58:18 PM
When I fight and destroy the Solvernia in the defense fleet I get this error

3778300 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?O0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.B.?00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: nekozkun on April 03, 2022, 09:50:34 PM
i took over Auroria and when i click the 'add industry or structure' it crashes my game and i got this in my log: 145647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [aurorian] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.api.impl.campaign.procgen.PlanetGenDataSpec] with id [aurorian] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpec(Unknown Source)
   at kentington.diyplanets.WaterReceiver.isAvailableToBuild(WaterReceiver.java:46)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i also got this problem with the resort world
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Ryxsen1421 on April 03, 2022, 10:38:33 PM
Feedback

Your feedback has been noted and a lot of changes were made. There's a lot more nerfs than buffs honestly but no problem.
Title: Re: [0.9.51a-RC6] United Aurora Federation 0.7.2a
Post by: Lukiose on April 05, 2022, 07:39:49 PM
The stuff in this mod looks crazy good, gonna give it a shot, keep up the good work ;D
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 12, 2022, 11:41:57 PM
I like the idea of this mod and what it does! The fact that it uses a .rar format makes downloading on linux somewhat convoluted, though; ran into some issues and I'm not sure if it's an issue with me not knowing how to use unrar from command line or if it's an issue with the mod.

Either way, any chance of a .zip version?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 13, 2022, 01:14:57 AM
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 13, 2022, 04:23:02 AM
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Yooo ty
I'll try it out tonight and let you know if there's any issues
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 13, 2022, 07:47:30 AM
Either way, any chance of a .zip version?

Thanks for trying out the mod, .zip is uploaded.
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Phantasia on April 13, 2022, 07:54:11 AM
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.

EDIT 14/04: Oh and at while I'm here can at the very least the existence of Tourism fleets that go back and forth to Favonious be dependent on whether the Sea Tourism industry exists on the colony?
I thought removing the colony via Console Commands would eventually lead to all the fleets to despawn (like you would expect of patrol fleets from a High Command) but instead it seems that the fleets spawning is independent of the colony and are hard-coded towards the planet (I can only speculate since the mod is closed-source).

EDIT: 16/04: Holy the Shinoria(SP) has a chonky amount of 210 OP to work with for no obvious downside. Compare it to the vanilla Heron which only has 100 OP to work or any other cruiser from the modiverse such as LoA, ScalarTech or Star Federation with OP only up to 150 give or take. For only 24 DP they bring a lot to the table. Unless I'm missing something I don't see this sitting well with the balance enthusiasts.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Commodore Stephans on April 13, 2022, 11:34:53 AM
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.

Ahh, alright, thanks!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Sunnyko on April 18, 2022, 12:13:47 AM
How do you manage to get a UAF commission if you don't start as them any way?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 18, 2022, 12:14:15 PM
How do you manage to get a UAF commission if you don't start as them any way?

Bribe a certain administrator in an independent station inside UAF territory with a bakery product, I think you can figure out the rest. Currently, UAF provides guaranteed npc contact as placeholder for future contents but they unlock based on that admin's rep level.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: giganticats on April 21, 2022, 02:16:09 PM
ive been playing starsector for years and i think this is some of my favorite ship art ive ever seen. the sprites are gorgeous, on par in sprite quality as the other top ship mods like diable and blackrock 
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: giganticats on April 23, 2022, 01:45:35 PM
after playing with this mod for a bit i can safely say that these ships are really op
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Juan-Dela_Cruz on April 23, 2022, 08:54:40 PM
after playing with this mod for a bit i can safely say that these ships are really op

Can you explain which ones and how?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Showtime178 on April 24, 2022, 04:44:24 AM
Hiya, I have an interesting bug that is making the game crash on the loading screen.

I disabled all of the mods but the ones needed to run the mod just to be sure it is the mod itself causing the issue.

Sure enough, from the crash log.

Code
17069 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png] resource, not found in [D:\Starsector\starsector-core..\mods\LazyLib,D:\Starsector\starsector-core..\mods\MagicLib,D:\Starsector\starsector-core..\mods\Nexerelin,D:\Starsector\starsector-core..\mods\UAF,D:\Starsector\starsector-core..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png] resource, not found in [D:\Starsector\starsector-core..\mods\LazyLib,D:\Starsector\starsector-core..\mods\MagicLib,D:\Starsector\starsector-core..\mods\Nexerelin,D:\Starsector\starsector-core..\mods\UAF,D:\Starsector\starsector-core..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
    at com.fs.util.Object.Object(Unknown Source)
    at com.fs.util.Object.Ô00000(Unknown Source)
    at com.fs.graphics.TextureLoader.String(Unknown Source)
    at com.fs.graphics.TextureLoader.super(Unknown Source)
    at com.fs.graphics.TextureLoader.super(Unknown Source)
    at com.fs.graphics.TextureLoader.super(Unknown Source)
    at com.fs.graphics.H.o00000(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

I checked, sure enough, the images for the glow effect are indeed missing. Just to be safe I re-downloaded and then re-installed the mod and they are still not there. So I just copied over the Fusoreina_Prototype.png twice (since there are two glow effects) and named those Fusoreina_Prototype_glow1.png and Fusoreina_Prototype_glow2.png respectively. And sure enough... Progress!

Code
14077 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
at com.fs.starfarer.codex.CodexData.Object(Unknown Source)
at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
at com.fs.starfarer.codex.A.<init>(Unknown Source)
at com.fs.starfarer.codex.A.Ô00000(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Well, its a different type of error at least. I will try reinstalling Starsector and see if perhaps that fixes it and update this post when I have done so.

UPDATE: Re-installing an older version of Starsector has indeed fixed the 2nd error!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: IroncladLion on April 29, 2022, 11:09:37 AM
Hey UAF team!

I've been playing the mod the last two weeks, and I have to say, amazing work. One of the best mods I've ever played. The ships, the weapons, the missions, the faction (music is great), it's all really good. Superb work from everyone involved.

I can't help too much with the code side of things, but I'd love to help playtest, provide feedback, and promote the mod. I would say the faction is overpowered right now, but I have some ideas on how to tweak it. That being said, it's incredibly fun to play! The weiss flak is what I've been dreaming of for a point-defense weapon. Love the splash effect that makes it look like real flak. I'd love to do a mod-spotlight video on my channel if that's alright. I understand the mod is still a work in progress so I'd want permission from you team.

Would love to help out however I can  :)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 29, 2022, 11:52:27 AM
Feedback and request.

Hello, thanks for noticing and trying out the mod. Feel free to feature the mod in a video if you wanna and do please let me know when you have it up. I'll look forward to what you have to say about it, both pros and cons. Please do note that nearly everything is a subject-to-change, especially anything that uses vanilla things like missions and systems. The only thing that aren't changeable and absolute are my art style and its lore setting (vanilla unfriendly).
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: IroncladLion on April 29, 2022, 04:04:33 PM
I have no problem with the lore or art. In fact the art is great! Really well done on the portraits!

The only feedback I have on the art, is that the background glow on some characters hits the border of the portrait which doesn't look good. All the major characters with colored background glow are fine, but I think a few of the male portraits had a grey glow that stretched out too far and touched the edges of the portrait box. So the true black does not blend, it creates a harsh edge in game. It's very subtle, but I did notice it, and could be improved. Attached some portraits which I think stood out in that case.

All combat ships all look amazing, looking forward to when the logistics & exploration ships are more fleshed out, fuel tankers look great.

Now as for balance, I'll offer some suggestions.

We'll start with the ships. Almost every ship has a sea of OP to work with, but especially the capitals. The problem gameplay wise is that there's no tradeoff. For the Isenoria which I'm using as my flagship, I can have several 20 OP fighter / bomber squadrons, all the weapons I want, maxed out vents, and that's before we've even started on hullmods. The point is, I can equip everything. There should be a tradeoff where I can have the awesome high level fighters, but then I have to give up the powerful guns, or the 50 OP I have in vents. Right now it's an amazing carrier, AND frontline battleship wrapped into one. Because you have to consider just how powerful the player gets once they start building in hullmods, boosting vents, and all the other bonuses. So to summarize, a good start would be lowering the OP of the ships and comparing them to other vanilla ships of the same caliber.

What I wouldn't want you to change though, is the overall design of the ships, those are great. There are a lot of hardpoints on the bigger ships, but we can work with that. How do you make a lot of hardpoints work? With cheap weapons.

So the weapons are decently balanced, with nothing being crazy overpowered from what I've seen. The problem I do see, is there isn't much of a spread in OP costs. Every small weapon from what I could tell was either 5-6 OP, and that does create a problem when refitting UAF ships. I want to use all the hardpoints, but the UAF weapons don't have a big enough low/high cost spread. What I'd suggest, is nerfing some of the weapons significantly, but also lowering their OP cost along with it. Something like the smaller weiss PD could do less damage, but make it 3 OP instead of 5. Either that, or add a special UAF flare launcher for 1 OP, that'd be fun. Then make some of the longer range railguns 7-8 OP instead of 6. This would provide a lot more flexibility for refitting UAF ships, and also provide fun tradeoffs. It'll take a lot of tweaking to get perfect, but that's the challenge of good balance.

The fighters and bombers, AWESOME. And probably the best balanced out of everything in the mod. The OP costs reflect their power well. 20 OP for the strategic bomber is quite fair for example. Only possible oddity was their sheer size. That special 25 OP bomber is HUGE, looks like it barely fits in the fighter bays haha.

That's all the general feedback I have for now. Faction as a whole the very fun, and I thought the bakery was cute. Are the keycards actually used for anything? Or just money? I couldn't figure out how to 'crack' the orange card for blueprints like it suggested, unless that's just flavor text. Cheers, hope that helps!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
Post by: Ryxsen1421 on April 29, 2022, 11:39:32 PM
Wall of feedback.

Ah, I see - the portraits you chose are the old ones. I guess I'll go have a look at my early portraits and see if I can solve it or not. Thanks for pointing that out, you're the first to mention this small issue as far as I can remember.

Are you proposing to intentionally starve the faction ships out with OP? We used to be like that before public release and too many people requested me to give them more OP to play with their loadouts. I couldn't really get them closer to vanilla ships due to several things; we have all sorts of fighters available from 4 ~ 35 OP which requires a lot of room to freely load it up which is what vanilla ships cant provide. Our arsenal are going to be expanded soon, so I will look into them once I have them ready. It's not fun adjusting over 150+ ships variants over and over again you know? Also, does this apply to the whole line up or you only saw this on some ships? Point 'em out maybe if you do?

Awww, I tried to do that just back in the 0.71 version. Do you notice how we have something like double and quad barrels of same weapon type? We used to have something like this; the more guns one have, the faster it fires and cheaper cost but wider spread and lower alpha damage, vise versa.  I guess I'll keep the OP cost weapon variations in mind for the future weapon additions, they're made specifically for the black automata faction as they're missing their weapon sets.

As for the fighters, I'm pleased to hear you've enjoyed them at least. I know the sizes are ridiculous in vanilla terms but so long as their designs resembles more of an aircraft than a space ship. I don't think you will find any trouble identifying them in combat. Just don't let that strategic bomber crawl up to you, she'll punish you hard especially if your ship are slow and bulky. and be very afraid of our supersonic torpedo bombers, they hit hard and usually came outta no where lol

I do have plans for the keycard, but we're currently focused on finishing the Yimie DLC quest first before going forth with the keycard gift shop. For now, enjoy the free money boost if you get one by luck.

Thank you for your feedback, I will consider some major changes if everyone else agree about the aforementioned issues. I'm still gonna look forward to that video though, can't wait for my turn to say "look mom, Im on youtube!" in my discord haha!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5
Post by: IroncladLion on May 02, 2022, 02:07:34 PM
SHIPSAh okay. Having more OP on the ships is indeed good for testing purposes. But should be toned down a little once your get closer to a "final release". I'll have to do more in-depth testing for specific ship feedback, as I haven't gotten to test all of them. Been trying to acquire the missile capital, but I haven't been able to recover it from the bounty fleets no matter how hard I try. I'll post any updates / feedback on the ships as I continue playing.

WEAPONSI did see the different versions of the weapons! More barrels = more power but less accuracy and range. Excellent design choice, no problems there. But for the weapons I'm thinking of that do that, both versions are the same OP cost. All small weapons are 5-6 OP, all medium weapons are 10 or 12 OP, etc. So the biggest thing I'd still hammer down is more variation in OP cost. There is nothing wrong with a 'weak' weapon, as long as it's OP cost is low for balance. The "reina" autocannon PD for example could be brought down to 3 op and weakened a bit. With the weiss being the higher cost and more effective PD. You have good variation in the types of weapons, just once again, the OP costs are all similar. Cheap weapons for example let you spend far less OP on the stern of your ship if you think you can keep your butt covered, or maybe you want to spend extra OP on your large mounts, etc. It allows more customization in refitting.

FIGHTERS & BOMBERS I'll keeping testing these, but they all seem pretty effective, and I love the variation in uses and OP costs.

VIDEO I'm currently in the middle of a 'beginner campaign walkthrough' series which is taking most of my time, so it might be awhile (like several months), but this mod will be the first on the list!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Seti on May 03, 2022, 01:30:49 AM
Just finished a save with this mod
Just wanted to say, having those 3 of the flagships, Novaeria, Solvernia and Cherry
God that was just the best experience i had, just having a few really powerful ships, is much better than any giant fleet
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: WMGreywind on May 03, 2022, 02:49:16 AM
Hey, thanks for adding the UAF ships to the sim battle. Gonna be really interesting to test out fighting against UAF ships without having to make an enemy out of the UAF.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Phantasia on May 03, 2022, 11:11:46 AM
Linux users will need to rename the two following files in `graphics/weapons/fighters/` in order to avoid a CTD before reaching the main menu:
- `57mm_class_iii_recoil.png` to `57mm_class_iii_recoil.PNG`
- `155mm_class_i_recoil.png` to `155mm_class_i_recoil.PNG`
Alternatively you can look for where these files are referenced and point the paths to use lowercase version...but that's more tedious to handle between updates.

Also if the Favonius tourist spawn rates are going to remain as they are from the 10x spawn rate buffs back in March at least make it customisable.
I don't know about other AMD Linux users but the screenshot below is an example of the extreme lag that I get whenever I come for a visit:
Spoiler
(https://cdn.discordapp.com/attachments/908453692271886418/971116668203966504/screenshot040.png)
(https://pic8.co/sh/ixU6ob.png)
(https://pic8.co/sh/F1Q8Ke.png)
[close]
It looks like the fleets tend to linger around since they're in combat all the time.
This doesn't just apply at the planet but also the jump points in and out of the system since those are also places where they gather.

EDIT: Added another image for 3 in total. The last is the worst so far...
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Ryxsen1421 on May 04, 2022, 12:39:01 AM
Feedback

I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Halo6301 on May 07, 2022, 06:39:03 PM
Hi!

So, the game plays nicely though for me, it feels like this is a faction more set on having you NOT taking control of the ships since they are that well armed to handle their own. It also feels like as a commissioned UAF captain, it feels like starting off is tricky but you get rewarded with better and better gear that snowballs real damn quickly once you get enough good attention on you.

Currently, I am stuck on the DLC question that is asking me to go to Namnlos to search for the wreckage after using the marines. Not sure if it's a bug or not.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Arthur_The_Ok on May 13, 2022, 01:42:54 PM
I think the mod broke, the Aurora Diplomatic Bureau doesn't exist in my save, so I'm kind of stuck in terms of diplomatic relations with the UAF
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Mihelev on May 15, 2022, 07:12:33 AM
Not sure if this was mentioned or not, my job is to throw this out here: when you colonise a planet with industrial ruins from industrial evolution, my planet had 3 different stability and "population upkeep" modifiers, which resulted in 549% upkeep and 10% income modifiers at 7 stab on a 200% hazard planet
the apparent problem can be found here

<incomeMult z="2547" b="1.0" m="0.09600001">
<mMs z="2548" s="uaf_bakery_base" d="Stability" v="1"></mMs>
<mMs z="2549" s="uaf_bakery_popmod" d="Population" v="1"></mMs>
<mMs z="2550" s="uaf_bakery_stabilitymod" d="Stability" v="1"></mMs>
<mMs z="2551" s="ind_population_3" d="Stability" v="1.0"></mMs>
</incomeMult>
<upkeepMult z="2552" b="1.0" m="5.2135997">
<mMs z="2553" s="uaf_bakery_base" d="Population Upkeep" v="1"></mMs>
<mMs z="2554" s="uaf_bakery_popmod" d="Population Upkeep" v="1"></mMs>
<mMs z="2555" s="uaf_bakery_stabilitymod" d="Population Upkeep" v="1"></mMs>

Previously these modifiers were quite crippling and multiplied each other, replacing them with 1 fixed it, so in summary something in the mod gives you 3 more stability modifiers than you should have and "population upkeep", hope this helps
P.S the music is sick, thank you for the mod
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: IroncladLion on May 15, 2022, 04:47:37 PM
Can confirm the issue with the industrial evolution. I've got multiple stability modifiers on all my colonies.

Also I've gotten a hard crash as well as a game freeze when using full retreat. Every time I've tried, something bad happens.

Otherwise I've been progressing and testing more things. Figured out how to acquire the solvernia, failed the Yimie quest (Is she permanently stuck on house arrest?), but how about the other dreadnoughts, like the cherry? Is it possible to explain how to get the big ships without public spoilers? (either dm or link to directions would be fine)

After further testing, balance is actually much better than I originally thought. Without boosts pretty much all the ships are well balanced, especially the frigates and destroyers. And the battlecarrier and other capitals are in a better place since your tweaks to their systems. I'm still trying to get the missile capital, but one day we'll get it. I had a quick note about the bombers. I've been using the hibiscus bombers and oh man, they are fun. I've noticed they are actually in many ways more capable than the medium or heavy strategic bomber, as they release their payload far earlier. Is it possible to get the medium and heavy bomber to release the bombers a bit earlier? I feel like the strat bomber is very slow and doesn't drop it's bombs till it's very close. I'd love to see it lose a bit of health and be made slightly faster. Right now I feel the strat bomber is better at tanking enemy ship cannons than actually being a bomber haha. And for 20 OP vs. 6 OP of the hibiscus, I feel it could drop it's payload earlier.

The earlier a bomber drops it's bombs, the quicker it can get back, get more bombs, and head out again. Sure it's more dangerous to your fleet (potentially), but it makes the bomber much for effective. The 3 hibiscus I'm using now is killer, and that's on the battle carrier. I'm sure it'd be insane on the dedicated carriers.

Oh and the gunships are very fun. Very effective against isolated ships, weak in large fleet battles. Gives them a nice niche.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Oni on May 16, 2022, 11:37:13 AM
Feedback

I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.
Like I said before, you could make all civilian traffic be from the Independent faction regardless of where they're coming from. That way they'd only really be hostile to Pathers/Pirates and would stop fighting each other all the time. The space between the Aurora worlds and the rest of the core becomes a transport graveyard far too easily.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
Post by: Algoul on May 19, 2022, 10:40:49 AM
Feedback

I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.

Thanx guys, this is devastating for FPS - but idea is good, clearly need just limits quantity of tourists fleets to 5 or something like this.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Versil on May 19, 2022, 11:22:39 PM
Ryxsen1421 with version "0.7.2e1" got CTD:

36786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: DIRECTORY: D:\misc\Starsector\starsector-core\..\mods\UAF (data/world/factions/uaf.faction)
Expected a ',' or ']' at 4350 [character 4 line 220]
org.json.JSONException: DIRECTORY: D:\misc\Starsector\starsector-core\..\mods\UAF (data/world/factions/uaf.faction)
Expected a ',' or ']' at 4350 [character 4 line 220]
   at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: KarlianaVonMauser on May 19, 2022, 11:45:53 PM
go to mod date file -> world- -> factions -> UAF.Faction -> got to line 219 and put "," at the end of it
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Ryxsen1421 on May 20, 2022, 12:04:17 AM
Crash log

How embarrassing. I've uploaded new files with a brand new comma on the line, hopefully that'll be all.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: sirjames101 on May 20, 2022, 01:38:12 AM
the fighters all have very high crew amounts. like for example the mitsurei interceptor wing says 6 crew per fighter with 6 fighters in the wing. this would mean you lose 36 crew if you lose the whole wing which is devastating. this would explain why every couple of fights i find myself under crewed. hopefully this gets fixed soon cause it makes me not want to use the cool fighters this faction has.

i might also suggest changing the salvage mission marine recommendation. you need about a 1000 to complete that quest but it says you only need 300.

i would also like to say i love this faction. the ship combat style has been something i needed forever. its obvious that this mod will become a gem of the community similar to black rock.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: hydremajor on May 20, 2022, 11:25:36 AM
Is nexerelin ABSOLUTELY NECESSARY or can I just run this without it and its just a little jank ?
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: AtlanticAccent on May 20, 2022, 04:11:27 PM
Hi! Love the mod, love the sprites!

When you say not save compatible after 0.7.2d, what does that mean exactly? Does that mean saves started with versions below 0.7.2d are incompatible with 0.7.2d and above, or something else?

In my case, I started my current save 0.7.2d5a - is it safe to update to 0.7.2e1 with this save?

Also, small note that your remote Version Checker file still says the latest version is 0.7.1

Thanks either way!
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Polite Pufferfish on May 22, 2022, 02:01:26 AM
In uaf_slvv_r_missile.ship, the hullSize is currently classed as "CRUISER". In uaf_slvv_l_missile.ship, the hullSize is currently classed as "CAPITAL_SHIP". I am not certain that this was intended.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Rzabat on May 23, 2022, 11:14:39 AM
So far I'm loving the mod, especially the ship designs! However I've noticed that the strike craft (especially fighters) have absurdly high crew complements which can result in hundreds of crew losses in even a small carrier engagement.
Also, do you plan on adding in a Commissioned Crews bonus? This mod has enough content to totally justify something like that.
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: SolarGalaxy on May 24, 2022, 07:19:03 AM
Thank you for the Mod!

Lots of high quality sprites to digest and good music as well.

So far I am loving the Shinoria (SP) with 5 Clemente MRM. Lots of medium missile firepower in subcapital combat.
Perhaps this strategy will falter when I begin battling with capitals.

For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?

Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)
Title: Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
Post by: Anariel on May 24, 2022, 09:05:34 AM
For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?

Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)

You can check the details of the weapons by pressing F1 to switch between the weapon details.