Thanks everyone, at least I know there's some of you interested in our mod.
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.
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.
Very nice sprites! I love the striking, sci-fi sharpness of them!
Looking forward to what this faction has in store.
What sort of play style are you thinking of for this faction? What about the weapons?
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.
Man, this is awesome! I know what my next playtrough of Nexlerein will next. And i am really like your style.(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.
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.
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.
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]
It'll probably be a wet paper towel or have crippling flux issues.
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
:-[ ??? :-[
8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship
:-[ ??? :-[
How on Aurora did you get that number?
Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
8 LARGE
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....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.
https://www.youtube.com/watch?v=OzcHPyMk12I
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. :)
Is it difficult to reproduce a fast-firing flak gun?
Those effects certainly were really sleek though!
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!
(https://i.imgur.com/q41vgi2.png)
Nameless
Heavy Freighter
Feel free to suggest names to her.
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?"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.
As for class names,
Hakobu
Rifuta
Morigana
Aliana
Kamotsu
Unso
Takiko
Arixis
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.
Hmm...That works! Glad to see it's almost ready though!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!
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)
ETA, somewhere in the middle of April.
The question arises of Nexerelin compatibility.
Or will it not have it from the start?
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!
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.
Looking forward to your work, love the ships these act like Battle-cruisers once you hit the jets
:o
You have my interest.
Sooo guessing this aint compadible with the newest version of the game(Yet?)?
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? ???
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? ???
i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
runcode com.fs.starfarer.api.impl.campaign.shared.SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
Where's the source code of this mod?
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)
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
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 ?
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 ?
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.
The source code is in the jar, guys. Open it with an archive program and extract the zip within.
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.
The source code is in the jar, guys. Open it with an archive program and extract the zip within.
Preaching to the choir.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
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.
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.They should also be neutral (edit: as in Independent faction), just named Tourism Fleet or something, regardless of which faction they spawn from.
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, just named Tourism Fleet or something, regardless of which faction they spawn from.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.
That way they'd only really be fighting pirates.
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.You would probably be better off posting this in the forum of the mod that adds the home command rather than this one.
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.
An essay worth of useful feedback.
Feedback
Either way, any chance of a .zip version?
Yooo tyEither 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".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"
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.
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.
How do you manage to get a UAF commission if you don't start as them any way?
after playing with this mod for a bit i can safely say that these ships are really op
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)
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)
Feedback and request.
Wall of feedback.
Feedback
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.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.
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.
Crash log
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?)