As far as typical armaments go, I'm thinking auto-pulse lasers will be the weapon of choice. If they don't exist on the smaller scale I'll just make some.
pew pew
I'm also planning on a "Thumper" weapon. This weapon will do something special that I don't believe anyone's done yet - it will essentially be a melee weapon, mounted on a hardpoint. It is, very simply, a pneumatic ram-spike. It will do incredible kinetic damage and impact force, but have point-blank range. I'm going to achieve the look I want by using a visual recoil hack. Two things, I plan to try; the first will be to set a negative value for the recoil. That should move the "spike" (actually the turret barrel) forward, and then slowly backward. Much like a hydraulic quick-release system would work. The other way might be to use the mounting point "angle" field to rotate the barrel 180 degrees, and draw it backwards, which might also have the intended effect. The Thumper would only be mounted on the faster, more maneuverable Nomad ships.
It'd be nice if the smaller turrets could target missiles when on auto-fire ...
Now that you mention it, I agree; I'll look into that.
These are great sprites. Hope the project doesn't die!
Includes a new faction (spawning in the Corvus sector) with four ships and two custom weapons. Faction is hostile to the Hegemony and Tri-Tachyon. This mod is compatible with all other campaign mods; it non-destructively extends the SectorGen class, and adds the new faction spawns to the existing Corvus sector. Feel free to examine the scripts directory yourself for an example of how to do this.
It's just turning tooo fast compared to Onslaught.
I also want to test it in bigger battles, so I'm going to write a second demo mission, this time a full-on Nomad Jihad Death Fleet facing off against a fully-kitted-out Mercenary Elite force, complete with Conquest Battlecruisers et cetera. I'll update the first post with the update when I'm done playtesting it.In my mod random battles (http://fractalsoftworks.com/forum/index.php?topic=679.0) i have added the nomads as a faction in the mission "random battle factions"
In my mod random battles (http://fractalsoftworks.com/forum/index.php?topic=679.0) i have added the nomads as a faction in the mission "random battle factions"
Just to let you know, the download link seems to be down.
*click me for temporary v0.5 download* (http://www.ugstunt.com/nom_0.5.zip)
*click me for temporary v0.5 download* (http://www.ugstunt.com/nom_0.5.zip)
I definitely need to rebalance some more!you may also want to rename a couple of weapons
the only reason I bring it up is the fact that there are other light and heavy blasters out there. so the names tend to overlap
the only reason I bring it up is the fact that there are other light and heavy blasters out there. so the names tend to overlap
I hear you, and I don't want to be overlapping, but I can't think of another good name for this class of weapon. Any ideas for me to consider?
Gila Monster`s large mount should get some visual elevation (some kind of platform or hull like its bridge).I'll see if I can add an armor plate to the central area to make it look like it's raised, because that is a good idea.
how do you do you concepts? Mine are done on tablets of paper, and I only get like 1 ship out every 4 days D';I had the ideas for these over about a 2 week period, I just collected them all and redrew in Paint.NET, about 1 minute per ship
Paint.NET
@VikingHaag: The sprites are original, heh - from scratch. Also thanks for the playthrough feedback, this is very valuable input. Obviously I need a new PD weapon for them so they can survive longer against missile fleets, and the spawn rates in campaign need tweaking some more I suppose.
@VikingHaag: The sprites are original, heh - from scratch. Also thanks for the playthrough feedback, this is very valuable input. Obviously I need a new PD weapon for them so they can survive longer against missile fleets, and the spawn rates in campaign need tweaking some more I suppose.
Sorry, i mean, the vanilla sprites. I know these are from scratch ^^
the only thing i want is the oasis man. i want to hear the screams of thousands of people when i shoot it to smitterines.(yes i am evil)
Did you cancel that ship or just not on it yet?
Real artists ship.
For the upcoming version, I have rebalanced the Iguana to my satisfaction. In fact I've spent more time trying to balance this craft then I think I've spent on any ship for this game ever. Here is a table of the results of my balance experiment:
Fighters and Interceptors
1 x Iguana_Wing Loses vs. 1 x Broadsword_Wing
1 x Iguana_Wing Loses vs. 1 x Warthog_Wing
1 x Iguana_Wing Loses vs. 1 x Thunder_Wing
1 x Iguana_Wing Wins vs. 1 x Wasp_Wing
1 x Iguana_Wing Wins vs. 1 x Talon_Wing
Frigates
1 x Iguana_Wing Wins vs. 1 x Hound_Assault
1 x Iguana_Wing Wins vs. 1 x Lasher_Assault
Destroyers
1 x Iguana_Wing Loses vs. 1 x Medusa_PD
1 x Iguana_Wing Loses vs. 1 x Hammerhead_Balanced
I've likewise reduced the fleet points requirement of the wing to 5 (from 9).
I really like the "warn look" that dante gave to the Sandstorm. Is it appliable to the Gila Monster too? (the difference between the two is a little apparent in the OP)
Heh... I have no idea, but probably (guess you'd have to talk to Dante Cool)
TBH though, I don't mind if there are slight differences of style. Can't just keep revisiting old pieces because otherwise I'd never release anything. If Dante feels like improving ships out of love for the mod, I'm flattered; but I'm loathe to revisit early ships just because I discovered some new technique or other. If they look cohesive as a group, even if it's not exact, I'm satisfied.
I'm OK with that. The vanilla starting roster is intentionally lackluster; you're supposed to fight the lesser pirates and independents, work your way up to fighting either the hegemony or tri-tach, and once you've got a decent force together, your options expand somewhat.
The Nomad fighters are balanced pretty much to where I want them 8)
@Zergling: Nice observations, considering that's your first post 8) Been lurking for a while? :D
I will definitely take it into consideration, and I will run your example scenarios. More than likely I will have to enlarge the ship somewhat (make it a destroyer) and upgrade the weapon requirements appropriately assuming you're on the money.
Ideally I can increase the flux requirement per-shot so that the frigate can still fire, but will perhaps be required to vent after every single shot in order to be effective... which would require the ship to be completely unmolested... which is actually starting to sound more inline with your stereotypical sniper class.......... :o I think we're onto something here.
I will definitely take it into consideration, and I will run your example scenarios. More than likely I will have to enlarge the ship somewhat (make it a destroyer) and upgrade the weapon requirements appropriately assuming you're on the money.
Maybe they should make nomad weapons incompatible with normal ship.Spoiler(http://i1127.photobucket.com/albums/l624/Radiack/screenshot003-1.jpg)[close]Spoiler(http://i1127.photobucket.com/albums/l624/Radiack/screenshot004.jpg)[close]
Below is a preview of the Oasis ship. Scale is not final. Inspired by Mass Effect somewhat, along with some of my own designs. Detailing will be a combination of existing Nomad styling with several new themes for the central habitat ring. The crates towards the back are not meant to be crew or civilian quarters, those are for cargo and storage. I also intend to depict a miniature shipyard, and several dozen launchbays. This ship is essentially a mobile space station. It will not be armed. It will, however, have a great deal of armor, and be heavily shielded. The ship devotes all of its resources to support of the Nomad civilization, and the Oasis' active defense falls to its escort armada.
I'd also like to describe my plan for a brand-new type of Campaign behavior. I have recently discovered that it is possible not only to issue and revoke orders for any active AI-controlled fleet, but also that a plugin gets a chance to run its logic every single frame while in the star system view. I don't think anyone has yet grasped the power that this offers.
So here's what I plan to do. Instead of spawning on a daily basis at a planet as they do now, the Nomad fleets will spawn as a group at the border of the map somewhere. My new spawnpoint plugin will be tasked with issuing orders to every one of these fleets in a somewhat more active way than folks have usually done it. Instead of determining the list of orders in advance, the plugin will scan the available non-fleet entities: planets, stars, space stations, and asteroids. The primary Nomad fleet, the one directly accompanying the Oasis, will choose a random destination from among these and proceed toward it.
Now here's where it will get a little interesting. My plugin, since it executes every frame, will get a chance to analyze the distance between the Oasis fleet, and all other nearby hostile fleets. The plugin will then assess the threat level of these fleets, and create a prioritized list of targets. Available fleets which stand a good chance of victory will be assigned to intercede and position themselves between the Oasis and the threatening fleet. If the distance closes to an uncomfortable range, they will engage. Otherwise they will continue their escort duty. If no threats are detected (hostile fleets are pitifully small or extremely far away), they will be ignored, and the escort fleets will assume a counter-clockwise circular patrol pattern around the Oasis.
The Oasis fleet, upon reaching its destination, will rest a while (presumably to refuel the fleet, perform repairs and such) before choosing a new destination, with a new scan of stationary entities.
A second interesting bit? The Nomads are also going to "scatter" if the Oasis is destroyed. In other words, if an enemy incursion successfully destroys or captures the Oasis fleet, all remaining Nomad fleets will immediately leave the star system (go to edge of map and dissappear). Several weeks later they will return with a new Oasis (restart process).
Thoughts, anyone?
(http://i1239.photobucket.com/albums/ff516/Trylobot/Oasispreview.png)
(Is that ship Quarian-inspired? *_*)
.. concept design for the game Homeworld ..
"Enable NLIPS [_]"
(Non-Linear Inverse Perspective Scaling) or (small ships that you realistically wouldn't be able to see, instead appear slightly larger than they would be so that you can see all the cool detail that we put into it, because we think they look neat, and you should be able to look at how neat they are LOL)
It won't need any PD. The armor and shields will be such that a typical strikecraft will fail to do any significant damage, and that forces the attacker to engage the rest of the Nomad fleet.
Any attack made by the rebels against this station would be a useless gesture, no matter what "technical data" they've obtained. This station is now the ultimate power in the universe. It's virtually indestructible, like 99.99%.
There ... is this little hole .. it's kind of an aesthetic choice by the architect ... and if you shoot a laser into this hole.... the... uh station blows up. But the hole's only two meters across.
The Gila Monster ships is kind of pathetic, it costs too much has too little OP, has pathetic weapon mounts and terrible stats. What is the point in it? It needs a massive buff and the doom cannon is kind of a joke.
Hey thanks!
And yeah, I actually have an update to the Nomads almost ready to go. I just have to finish a last bit of scripting work to make them behave the way I want them to in the sector map, and put the finishing touches on my Oasis sprite.
- All ship weapons will be built-in; Lore reason: Nomad technology was pre-modularization
the Gila Monster [...] has been quite sad.
getting the error
24940 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [sounds/fx/beams/fire_beam_burst01.ogg] resource, not found
this happens when I load your mod
getting the error
24940 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [sounds/fx/beams/fire_beam_burst01.ogg] resource, not found
this happens when I load your mod
I know, it won't be 0.6a compatible until I put up the next release. I'm going to add a warning to the OP making this clear, which I'll remove later.
the ring shaped part of the ships HAS to be animated, i hope you know that trylobot ;)
ah I see, hope to see it done soon then
May i suggest a custom interaction plugin for the mother fleet?That's not a bad idea, Uomoz. I'd never considered that really until I started seeing stuff about the custom dialogs after 0.6a was released. I'm not sure what special interactions would really be appropriate though, and I am definitely open to suggestions. One interesting thing might be to somehow get it to behave like a station that will allow you to trade and so forth, but I'm not sure what the effort for something like that would be. I don't think custom interactions are going to be for v1.0, but I'm not closed to the idea down the road.
That thing is crazy cool, and looks absolutely amazing.Ah, well I'm actually glad you noticed that, because it's very intentional. The habitat ring is meant to be the heart of the ship, and it's meant to look a little less ragged than the rest of it. When it comes to the keel (spine) and the engine area, things get a little more hodgepodge. This is to illustrate the staggering age of the ship. According to the lore that I'm still working through, this one ship has been the heart of the Nomad fleet since they left Nur, and only patched, refitted or jury rigged since then. It's even been completely disabled on multiple occaisons, but never successfully boarded or completely destroyed, sometimes through sheer luck. Eventually, they always get it moving again.
Although the shaft and the ring might look a little... TOO slick. Almost a little jarring to look from the top to the bottom, like it's made of two different art styles. It goes from being super clean to super dirty engines and armor.
I don't think it'd take much effort to let you trade with fleets [...] plan for something of my own there.Sweet! Certainly let me know if you get something usable in that vein, I am interested in seeing how it's done.
(http://i1239.photobucket.com/albums/ff516/Trylobot/oasis_ring.gif)looks nice BUT...
damage on the spining ring won't move along the ring (so it will look a bit strange)I haven't actually seen any damage appear on the ring itself. It may be due to the fact that the entire ring is a decorative weapon, but it's never shown any actual damage. The rest of the ship will, which is pretty much what I wanted anyways.
It's pretty cool ship. However what will be its role in the fleet? We got the Gila Monster as carrier/point-defense platform and the Sandstorm as a Brawler. I am thinking of some kind of freighter/tanker hybrid because of the tanks fuels/crates strapped to it. But then what's that big circle-bridge thingy?Good questions, and fair to ask. The role of ship isn't a strategic one beyond the above-average storage capacity it has. Freighter/Tanker combo is probably most accurate, although it also has a Repair Gantry. But the reason for why that is, and what the circle-bridge really is has to do with the lore of the faction.
She's the Nomad mothership, if memory serves. She doesn't actually have what you could consider a fleet role, rather she is essentially just a city in space.Got it in one.
Wait, I am sincerely not hoping you'll be sending THAT kind of fleets after people. ^_^'''
That armada controller script can do so much good and introduce so many tactics in map-movement. [...]I'm glad you think so. I've written the script that deals with this logic in a reusable way; it's entirely agnostic of the fact that it's being used by my faction. Once it's matured a bit and gone through some actual play, I'll probably get in touch with LazyWizard and see if he wants to include it in his distros. A lot of mods already take his lib as a dependency so it might be a good place for it rather than releasing it standalone.
GenericWaypointArmadaController nomad_armada_spawner_script =
new GenericWaypointArmadaController(
"nomads", // faction
"colonyFleet", // VIP fleet
sector, // global sector api
system, // system wherein armada should initially spawn
8, // escort_fleet_count
new String[]{ "scout", "longRangeScout", "battleGroup", "royalGuard", "jihadFleet" }, // escort_fleet_composition_pool
new float[] { 0.250f, 0.250f, 0.200f, 0.175f, 0.125f }, // escort_fleet_composition_weights
GenericWaypointArmadaController.ESCORT_ORBIT, // escort formation type
300.0f, // escort_formation_separation_distance (applies to all formations
2, // waypoint_per_trip_minimum
4, // waypoint_per_trip_maximum
2, // waypoint_idle_time_days
12 // out_of_sector_time_days
);
system.addScript( nomad_armada_spawner_script );
public UomozBaseSpawnPoint(
SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor,
String faction, String rnd_faction_fleet, String fleet_name, String fleetType,
int minFP, int maxFP, Map variants,
String [] capitals, String [] cruisers, String [] destroyers, String [] frigates, String [] wings, String [] specials,
String baseship,
float CS_chance, float C_chance, float D_chance, float W_chance, float S_chance,
int minAP, int maxAP, String A_focus1, String A_focus2, String A_focus3 )
{
How big is the Oasis in comparison to the Gila or the Sandstorm?Massive I suppose, probably atleast twice the size.
OOOOHBOY HEREWEGO
Just wondering for the Oasis, is it by default supposed to have shields/60 flux capacity? Unless it's there to absorb one shot and shot only , because every time an asteroid taps it it'll overload, lol
what's the plural of Oasis?
I want that ship so bad...
It's THAT time.Hammer time?
Thats A Beautifal Mod That Ive Lacked the Courage to download :'( Can you tell me what its like?
Some more feedback! I watched the gila controlled by the AI and it's super passive. I'm not sure it is intended but the Hint Carrier is set on the ship and this make it behave very cautiously.
Updating nao. Btw, you know what could be cool? All those round bridges on nomad ships could slowly rotate to the mouse direction, using decorative weapons (even AI uses a fake virtual mouse). That could be interesting, maybe xD.
What's next - sunglasses attached to the nomad ships and the Oasis changed to look like a fully animated disco ball? This mod is getting out of control with neat features.
Spoiler(http://i.imgur.com/GiFKz1L.png)[close]
Q.E.D.
Anyone notice how the Gila Monster actually has a nose with a mustache below it's sunglasses?
Here's my concept thus far for a work-in-progress ship I'm calling The Roadrunner:
(The sixth image on the far right is the one I like the most, so far)Spoiler(http://i.imgur.com/MX9abXz.png)
Roadrunner
* a light "sprinter" destroyer
* streamlined/sleek shape but still asymmetric
* "Escape Drive" ship system; similar to Burn Drive
however, weapons are completely disabled while active
and controls are not locked (steering possible)
but maneuverability is still reduced from the normal amount
The idea with this one is simple; Roadrunner steps in on normal power, unloads a barrage on its target using all or most of its flux reserves; then when other ships would normally need to back off or vent, Roadrunner runs the hell away with its Escape Drive, and vents at a safe distance. Since steering while burning is possible, it need not trap itself by being locked on a heading, and fly into another even more hostile situation. The hit-n-run concept should be a nice complement to the upfront high-flux gamble flying Nomad ships are usually known for.[close]
package data.scripts.weapons;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.CombatEntityAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.Hashtable;
import java.util.Iterator;
public abstract class RenderMissileAsProjectileFXBase implements EveryFrameWeaponEffectPlugin
{
protected Hashtable fx_table = new Hashtable();
public String FX_WEAPON_ID()
{
return null;
}
public void advance( float amount, CombatEngineAPI engine, WeaponAPI weapon )
{
if( engine.isPaused() || FX_WEAPON_ID() == null )
return;
// for every missile launched from this weapon
// spawn a special visual-only projectile which follows the missile around
// and lets me create, essentially, a different-looking missile rendering effect
// also, kill off fizzled torpedoes because they don't "coast" like regular missiles
for( Iterator m = engine.getMissiles().iterator(); m.hasNext(); )
{
MissileAPI missile = (MissileAPI)m.next();
if( weapon != missile.getWeapon() )
continue;
CombatEntityAPI fx = (CombatEntityAPI)fx_table.get( missile );
if( fx == null )
{
fx = engine.spawnProjectile(
weapon.getShip(), weapon, FX_WEAPON_ID(),
missile.getLocation(), 0, weapon.getShip().getVelocity() );
fx.setAngularVelocity( -25.0f + (float)Math.random() * 50.0f );
fx_table.put( missile, fx );
}
else // faux_plasma already created
{
fx.getLocation().set( missile.getLocation() );
fx.getVelocity().set( missile.getVelocity() );
}
}
for( Iterator m = fx_table.keySet().iterator(); m.hasNext(); )
{
MissileAPI missile = (MissileAPI)m.next();
CombatEntityAPI fx = (CombatEntityAPI)fx_table.get( missile );
if( missile.isFizzling()
|| missile.isFading()
|| missile.getHitpoints() == 0.0f
|| missile.didDamage()
|| missile.getHullLevel() == 0.0f )
{
if( fx != null )
{
engine.applyDamage( fx, fx.getLocation(), 99999.0f, DamageType.ENERGY, 0.0f, true, false, null );
m.remove();
}
engine.removeEntity( missile );
continue; // skip rest
}
}
}
}
package data.scripts.weapons;
public class TheNomadsSelfSustainedFusionTorpedoEffect extends RenderMissileAsProjectileFXBase
{
@Override
public String FX_WEAPON_ID()
{
return "nom_effect_faux_plasma";
}
}
[...] your discussion about nomads bombers gave me idea of bomber without actual bomb. Something like bomber with only one charge of Doom Cannon.
Are Nomad Armada's supposed to spawn in random systems?
That is awesome GGMC. I bet it looks cool on a Sunder too.Yeah But I took A week leveling up so I could get enough OP to put it on :D
[...] your discussion about nomads bombers gave me idea of bomber without actual bomb. Something like bomber with only one charge of Doom Cannon.
What if I combined your idea (fighter-mounted doom cannon projectile with 1 charge) with my idea for the Thorn (post-hulk missile mode), and made that the bomber?
This sounds completely crazy as I write it, but it's also giving me a huge grin. So we could have a bomber craft, say a wing of 3; Bomber craft could have the standard expected loadout of mini-fusion torpedo launchers and maybe some half-hearted PD in the form of an ultralight maser. Taken on its own, this actually sounds kind of crappy for a bomber so far because the mini torps are pathetic against everything but fighters (they were made to replace Swarmer SRMs).
But: I could script the bomber craft so that any time one of them is hulked (but not completely destroyed), after a brief activation window period (say 3-5 seconds) the game would spawn some kind of fiery-death-missile (not the Doom Cannon projectile, something new entirely) that is about the same size as the bomber's hull but with some kind of neat particle FX. This missile would be meant to represent the fighter hulk activating its dead-man's switch, so it will spawn with the same initial position, velocity and angular velocity as the hulked fighter, and the hulk object is removed from combat at the same time; it will then accelerate toward a target of opportunity nearby. I'm thinking the nearest enemy Frigate or larger.
Factoring in a second idea that was suggested by someone earlier in the thread, the engine profile of this "phoenix missile" system could be something that has no practical top speed and decent acceleration, so this projectile would very quickly become nigh-unavoidable. And just to make things super-fun, we could set the damage of the missile to something reasonably dangerous, in the neighborhood of 40% to 80% of a Reaper Torpedo. After all, you did just lose a fighter chassis (and a crewman). To be fair, I'd have to set the CR-per-deployment much higher for this theoretical fighter wing so that it has fewer than normal replacement chassis (if any).
I actually want to start on this tonight... lol
Thanks for the inspiration, Magician.
P.P.S.: Does anyone think this would cause problems for balance? In other words, "is it even possible for a system like this to be balanced?"
- added system tag to maser pulse beam, doom cannon and solar crucible (they're not meant to be used on just any old ship)
I am getting this error on startup of new versionI had this error too, for me it was caused by Shadowyards' own data/scripts/misc/Utils.java not having get_distance_squared (or get_distance). Copying the larger Nomads one over to Shadowyards fixed it, but the underlying problem is the namespace overrun.
* snip *
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/TheNomadsRetributionWeaponPlugin.java, Line 108, Column 36: A method named "get_distance_squared" is not declared in any enclosing class nor any supertype, nor through a static import
* snip *
Spoiler(http://i.imgur.com/8vb35Sa.png)[close]on Uomoz's modSpoiler(http://i.imgur.com/Gf5sQ78.png)[close]
org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/TheNomadsRetributionWeaponPlugin.java, Line 108, Column 36: A method named "get_distance_squared" is not declared in any enclosing class nor any supertype, nor through a static import
images: "geckos not firing" & "negative scarab flux"
on Uomoz's mod
Okay so after about four hours of testing these things against pretty much everything out there I've come to a few conclusions about the Fangs
Roadrunner with more moving parts?, maybe a little more s.t.e.a.m.p.u.n.k like,WHO DID THIS.maybe a boost system instead of tugs where the whole ship opens up HELP, I FLAMEDOUT+Ill save you=----------------------Mow
Moew
Cooleow
(http://modcatlove.com/wp-content/uploads/2011/02/cat-sun-glasses-sunglasses.jpg)
I find THAT a cool cat
You're welcome. ~T
WHO DID THIS.
10,000 ugandan dollars!WHO DID THIS.
I have found very subtle, yet decisive proof of who did "that": IT WAS TRYLOBOT!
(http://img9.imageshack.us/img9/9358/1bgg.png)
(You can tell from the "You're welcome. ~T" and the fact it says "last edited by Trylobot")
Before you ask: Yes, I am a professional private detective.
That'll be 100€. Nice doing business with you.
Also, can you find out why my BBQ Pasta is so watery?WHO DID THIS.
I have found very subtle, yet decisive proof of who did "that": IT WAS TRYLOBOT!
(http://img9.imageshack.us/img9/9358/1bgg.png)
(You can tell from the "You're welcome. ~T" and the fact it says "last edited by Trylobot")
Before you ask: Yes, I am a professional private detective.
That'll be 100€. Nice doing business with you.
Also, can you find out why my BBQ Pasta is so watery?
GGMC, Shoat: please stop derailing my thread ;)
GGMC, Shoat: please stop derailing my thread ;)Sorry, Its unfortunate my second star was reached by unrelated comments :'(
Y'know, I think that the nomad ships could use an interesting system: 32000 armor and 600 hull. It's a more realisitc armor system, so if you attack one place, it can kill them better.
(sorry Uomoz)
hey... When I try to run the Nomad on Exelerin, with every other compatible mod with exelerin, i get this errorSpoiler30363 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Error loading [graphics/nom/portraits/portrait_nomad_female_01.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nom_1.0_RC3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg15f,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/nom/portraits/portrait_nomad_female_01.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nom_1.0_RC3,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg15f,../starfarer.res/res,CLASSPATH][close]
Unless the nomads are not meant to be played with all the other faction mod?
I have just noticed something that might be a tiny design issues. The edges of alot of the ships are not smooth...they look like jagged edges instead of a smooth finish which would make more sense in space.
I really like the ships and lore in this mod!
Are these ships meant to be balanced vs vanilla? They are arguably overpowered if so. The cruisers have the hull strengths of capital ships and the capitals are ridiculously strong. That, and since their weapons are all energy based, there is no way to exhaust their ammo. Some of the overpowered ships have descriptions stating they have limited staying power on the field, but they win in every race to overload their flux capacity.
I feel the faction needs some sort of weakness that can be exploited. Perhaps CR limits on a number of them? Though, I am not a big fan of CR limits. Or switch some of their weapons to ammo based.
I really like the ships and lore in this mod!
Are these ships meant to be balanced vs vanilla? They are arguably overpowered if so. The cruisers have the hull strengths of capital ships and the capitals are ridiculously strong. That, and since their weapons are all energy based, there is no way to exhaust their ammo. Some of the overpowered ships have descriptions stating they have limited staying power on the field, but they win in every race to overload their flux capacity.
I feel the faction needs some sort of weakness that can be exploited. Perhaps CR limits on a number of them? Though, I am not a big fan of CR limits. Or switch some of their weapons to ammo based.
I'd say the major "weakness" they have is that although their flux capacity is massive, their flux venting capability is not as impressive. In a battle between vanilla ships and Nomads, you can't win in a race to overload their flux. You have to survive until they vent, then you destroy them in the ample time they're helpless. A Paragon with maximum vents and Fortress Shield is what it generally takes to absorb the fire of one of the Nomad cruisers or capitals without any serious damage.
Nomads are slow, if you can bring fast ships with long range weaponry, you shouldn't have any problems, just keep an eye on fighters and the Roadrunner destroyer. The thing about Nomads is that they have very efficient shields and going into slugfest with them isn't likely to succeed.
They dissipate flux passively, IIRC
allright ehh, theres one major bug if it is one. the bombers with the huge missilles fire even when they are disabled... it almost killed my flagship :(
Any mod thread starting with [0.6.2a] is not compatible with Starsector 0.65. This mod is out-of-date and will not work.Darn, I knew there had to be something obvious I was missing. I checked the mod info file and saw "Game Version: 6.1a", and thought it said 65.1a. That's too bad, I really would've liked to play this mod. Thanks for the help though.
I REALLY wish people would read before they ask why something dosn't work, this is getting repetetive now..
No offence to ThePirateGuy, i cannot expect someone who just joined the forum to know everything out of the blue. (welcome to the forum BTW :))
Yeah it's up to each mod's author to perform an update each time a new game version is released, and there was recently a large release. I'll be updating soon.Hey there Trylobot, any news on how is the update going? I'm itching to add Nomad ships to SS+ :)
Yeah it's up to each mod's author to perform an update each time a new game version is released, and there was recently a large release. I'll be updating soon.Hey there Trylobot, any news on how is the update going? I'm itching to add Nomad ships to SS+ :)
Sorry to break your hopes and dreams, but Trylobot basically is gone for good. The Nomads and his Trylobox ship editor will soon be phased out and forgotten like all of the other inactive stuff on this forum.Aaaaand why is he never coming back? (Been scouring the forums for the answer for days)
Burned out on SS if I'm not mistakenSorry to break your hopes and dreams, but Trylobot basically is gone for good. The Nomads and his Trylobox ship editor will soon be phased out and forgotten like all of the other inactive stuff on this forum.Aaaaand why is he never coming back? (Been scouring the forums for the answer for days)
Could anyone take Nomads and update them? For example, ICE returned to Starsector thanks to Histidine.It is fully up to the mod author to decide.
Nomads are wonderful faction with a uneque style. We should not loose them ;)
Trylobox ship editor will soon be phased out and forgottenIndeed? What is it going to be replaced by?
Could anyone take Nomads and update them? For example, ICE returned to Starsector thanks to Histidine.Just wanted to second this; I love the faction and would be happy to see it in action again! :)
Nomads are wonderful faction with a uneque style. We should not loose them ;)
Feels like a lot of wasted effort until 0.7 drops; when it does I'll probably download it, play it for a few days, and see what direction I want to take the Nomads. When I have a clear goal, I'll do the work, and in the process be motivated to fix the editor.Great news, everyone! :)
theres a good chance it will be revived...
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."do you mean to say you're updating the mod for 0.8?
I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."do you mean to say you're updating the mod for 0.8?
I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
Trylobot:"Sure. I haven't had much time to work on it, so go ahead."do you mean to say you're updating the mod for 0.8?
I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
Yes.
nice, I'm looking forward to it. thanks for picking it up, and Trylobot for giving you permission.Trylobot:"Sure. I haven't had much time to work on it, so go ahead."do you mean to say you're updating the mod for 0.8?
I out a lighted version soon. (Lighter version: The Oasis(MotherShip) functionnality disabled : (Unique Ship on the world, if destroy, can be buy on the capital planet of the Nomad faction))
Yes. You can already play to the missions of Nomad mod 0.8a if you want, but the campaign is more long to made.
The 0.6a have very low difference with the 0.8a on battle, except on campaign.
Snrasha update:
Need to be made per community:
Fighter :
- tags
- tier
- rarity
- range
- attackrunrange
- role desc
Faction :
- Troop
- Banner
- custom
- doctrine
- traits
Ship:
- 8/6/5/4%
- Others things link to supply/mo,...
Dialogues:
-Lighter Versions have not dialogue, you need to create that.
StarSystem:(very empty)
-Nebula somewhere?
-Size station?
-More planets owner per Nomads?
Need to be re-made per Snrasha/ Coders:
-Unique Oasis. (Vanilla code : https://github.com/Trylobot/ss-nom)
-Others things?
Need to be changed:
-Delete the white star nur who do not exist on reality.
Urgent:
-Reput the Unique Oasis:
Why? Because Nomads factions is a faction who have a small station of size 3 for the moment, but not for that.
Nomads mod have a special fleet who go around the world, a big fleet who contains a Oasis than you need to destroy for have a Oasis.
-Only means for obtain big ship, for the moment, this is just scavage. Or just black Market.
hallelujah this has to be the best thing since ever :D
The Nomads are a tad bit too cheap OP cost wise AND in the market compared to the lot of vanilla/mod ships...This is because all weapons are already build-in, so you need to retire the price for buy weapon, i think.
Do what you want with them though.
Really true relics, presumably like the old precursors that awaken from slumber in order to explore the old stars that turn anew when humanity stepped in and claimed them as their own.
EDIT:
The version advance, I begin to remade the Oasis fleet. But I have nothing for the faction description or the banner.
I do like the classic blaster barrage feel into it, especially from the Sandstorm battleship.
Issues so far: I find the Rattlesnake's collision size a bit small though, it has a tendency to get collide its rear to anything faster than it.
NB: I've git-cloned the current branch for direct modifications in the future when there is time and desire. Can git pull-request directly after testing.I love the idea of worn but irreplaceable flux systems.
== On the state of Nomad fleet balance and first steps to take them from 0.6.x towards 0.8 standards ==
I've also had a brief look at each vessel in simulators against Lasher/Enforce/Eagle/Conquests to see how they fare against hegemony standards. Here are some notes in in terms of my proposed changes - looking for a bit of feedback on the first step.
Current status, based on ship design and thread-trawl:
- Nomad fleets are low-tech and have a low-flux/armor-focus not dissimilar to Hegemony. Their ships emphasize logistic efficiency over combat prowess, hence no/few ballistics or non-rechargeable missile mounts. Their outdated maser systems are very flux inefficient and short-ranged compared to current mainline fleets, but their constant fusion torpedo fire available on destroyers can outlast front-shield adversaries due to heatseeker AI.
- Lore-wise and mechanics-wise, Nomads tend to be hard-countered by high-tech equivalents (via some combination of being out-fluxed, out-ranged, and out-maneuvered in addition to a lack of Nomad kinetic power). Meaning Paragon->Gila, Medusa->Komodo, Wolf->Wurm.
- Since almost all mounts are built-ins, combined-arms fleet composition is usually necessary in a big fight. Without specialists that provide long-range pressure and finishing blows, it should be harder for Nomad fleets to win even against standard Hegemony (severely out-teched after all).
- Given official 0.8 stuff like REDACTED, I'm not sure how to lore-harmonize the fact that all Nomad ships have shields but not useful kinetics, and are generally stuck with masers.
Suggestions to convert to 0.8 standard:
- If the strategic AI isn't looking at the OP stats to decide fleet power, tentatively suggest converting Nemean flux-shunts to be a built-in, and adjusting OP down accordingly. Alternatively as a lore-fluff (if it is possible), make the Nemean flux-shunt a unique D-mod presenting its age relative to Domain standards, decreasing flux-stats in return for unique hard-flux dissipation. This allows players to make the choice of making an expensive upgrade, yielding alternate Nomad loadout with improved flux but no hard-flux dissipation.
- Adjust the speed upwards slightly for a number of ships to allow it not to be kited so easily by hegemony...? Or one of the alternatives below.
- Improve weapon stats slightly to combat mainline power-creep, i.e. mainline updates w.r.t. ammo-free ballistics, increased projectile weapon range. Keep flux management weakness.
- Update the strikecraft behaviour/stats for more diversity. Most fighters are fighting oddly in the same way, so Scarabs sit around to die immediately to PD, and Fang's missile isn't currently working, it seems. They die without a resulting explosion.
- Diversify ship systems to have things other than High Energy Focus. Roadrunner seems to have lost its burn-drive?
- If variants can be applied to built-ins, add a couple of alternative loadouts. Otherwise consider cloning.
- I wonder where the limited universal mounts went from the old days? Synergy mounts (energy/missiles) might be a useful addition.
quick question, is the oasis fleet implemented now? Or is it still non present and only the ships?
Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.
Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.
their ships are weak on combat, no?
their ships are weak on combat, no?
You had disabled the Naeran Flux Shunts mod, and it affects their stats with Java code, so I wonder if that had any effect on their combat abilities? I'm not sure yet, still working through exceptions and errors and the like, haven't tested the balance really at all yet in 0.8.1a.
In my experimental version, the hullmod seems is enabled, what you want say per than I have disabled the hullmod?
Getting a crash error when generating a sectorFor answer, this is "my error", because I have forgot to report to Trylobot, change than I have go when I have update a lighter version on 0.8. I have add three variants for flycatcher and deleted the carrier, he need to fix that ^^.Spoilerjava.lang.RuntimeException: Ship hull variant [nom_flycatcher_carrier] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.systems.TheNomadsNurStationRestocker.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
https://puu.sh/wrkEx/1331ae573e.png
Released fixes for several fatal campaign-mode exceptions, including the one reported by StormySunrise, above.
Also, if you enable devMode in the game's settings.json, there's a new dialog option for a Nomads start, that puts you in the Nur system so you can track the Nomad armada if you wish. In the future, I will add a way to locate the armada on the map, perhaps with a special item purchased from the station, or some other interesting in-fiction way.
I've also put my To-Do list into Github Projects as a series of mini Kanban boards (https://github.com/Trylobot/ss-nom/projects) so anyone can see what features I'm planning and where I'm at with them.
What is the help than you needed for Nexerelin? ... We need just the starSystem and the entity of the capital planet. (No idea what is the "capital" of Nomads mods, sorry)
I keep getting this error when I gen a new sector, I am using
- Nexerelin 0.8.1b
- Dynasector 1.3.2
- LazyLib 2.2
- zz GraphocsLib 1.2.1
Nomads has some name collisions with stuff.
Scarab is a vanilla ship.
Scorpion is a BRDY ship.
pretty much everyone thought the Nomads would *never* be updated, and your presence was sporadic at best.It's lovely to think I was so quickly forgotten.
I would think that 3 to 3.5 years would be pretty long to many, especially in the gaming scene. And that was compounded by your lack of presence, minus the last few weekspretty much everyone thought the Nomads would *never* be updated, and your presence was sporadic at best.It's lovely to think I was so quickly forgotten.
I would think that 3 to 3.5 years would be pretty long to many, especially in the gaming scene. And that was compounded by your lack of presence, minus the last few weeks
P.P.S.: Scarab is also in use by BRDY. That was a 3-way conflict.
Like I said, I'll get out of Vanilla's way, and I won't create new conflicts, .. but if I established a name first, then I don't see the problem with keeping it.
Sure, but even so - when it was added, there was already a Scarab. Mine.
Tarantula has also been taken. Which was added in one of the first releases of my mod.
...
edit: Welcome back btw.
.. what I'd find even more useful than unique hull names is to see more of the ship hull descriptions include the mod name somewhere ..
Now there's a worthwhile suggestion. Thanks Recluse, I can make that happen.
Let me make a note to see about adding a "manufacturer" field to ships/weapons. There's only so many cool names, especially the more obvious ones, so I think any attempt to have mods not step on each others' toes is... well, depending on the total number of mods, it's going to be less than practical at some point, and people are going to be unhappy.Does that mean we might get another codex tab for different ship makers and/or industrial interests? Would be interesting for lore, especially for things like the Ko Combine or Fabrique Orbital.
Let me make a note to see about adding a "manufacturer" field to ships/weapons.
Does that mean we might get another codex tab for different ship makers and/or industrial interests? Would be interesting for lore, especially for things like the Ko Combine or Fabrique Orbital.
Let me make a note to see about adding a "manufacturer" field to ships/weapons. There's only so many cool names, especially the more obvious ones, so I think any attempt to have mods not step on each others' toes is... well, depending on the total number of mods, it's going to be less than practical at some point, and people are going to be unhappy.
Does that mean we might get another codex tab for different ship makers and/or industrial interests? Would be interesting for lore, especially for things like the Ko Combine or Fabrique Orbital.
java.lang.RuntimeException: Ship hull spec [nom_scarab] not found!
Anything that I missed or that I'm doing wrong? Anything further I can try to fix it myself?
java.lang.RuntimeException: Ship hull spec [nom_scarab] not found!
Anything that I missed or that I'm doing wrong? Anything further I can try to fix it myself?
That ship id was changed to nom_ant out of respect for the vanilla ship of the same name. Unfortunately that means any saved games you had before the change probably won't work anymore. If you're not loading an old saved game.. I'm stumped for the moment. Make sure you completely delete the old ss-nom directory when switching versions, so no old files are left floating around.
I had just overwritten the old mod folder, now that I deleted the folder and then unpacked the new mod version again it boots up just fine. Thank you very much.
getting this strange crash on the latest version of the mod, but not the previous versions.SpoilerError loading [nomads.version] resource, not found[close]
if you did update Kadur, I'd be happy to see it back. I miss zooming around in the ridiculously fast battleship in that mod.With my schedule, I probably won't get around to even looking at codework until after September. Then comes compatibility, possible sprite polishing, balancing, etc.
Oasis defenses.. there is a dead zone, huge enough for two enemy wings to go on rampage.
it doesnt produce supplies, and cause the supplies not to be consumed, whats worse is when i pick my supplies up and put it back into my inventory at the shop, the supplies just dupe themselves and double the sum
Question .. possible to disable the spawning of the nur system but still get the nomad station?
So I used the drug induced skill to find the nomad fleet, but cannot find it in the sector I'm using random gen universe and the system it's in doesn't seem to have them in there (unless they are on the outer most edge of the map) any ideas?
So I captured the oasis, but discovered a problem when trying to sell supplies. It was on stream so I clipped itThat...was a lot of supplies. Do not ever say you don't have enough supplies. o.o
https://clips.twitch.tv/AdventurousNiceStarlingPJSalt
It wont let me sell or eject cargo, and each time I try with ctrl-click or click and drag it adds 1000 supplies to my fleet inventory.
It stopped once the Oasis left my fleet and was put into station storage
Heh. I've actually been playing the latest vanilla for the past week straight or so. It's a solid improvement.
I do plan on updating nomads.
I do plan on updating nomads.
A status update, then. I've immersed myself in the project again to see what it would take to get all the systems up and running again, but some of the APIs I used have been deprecated, so I'm trying to figure out what my original intent was, and whether it's worth it to try and continue to do it that way, or do something that fits in the new ways the game works, and so on. But yes, I'm not idle :)