(https://i.imgur.com/Kt91hpz.png) | (https://i.imgur.com/DwfgUWI.png) | (https://i.imgur.com/VPvd4Mu.png) | |
Class: Sahir (https://i.imgur.com/jbumAWt.png) Role: Recon Scout Arms: 1x Light Kinetic Autogun | Class: Nasir (https://i.imgur.com/j1y8Gvo.png) Role: Heavy Interceptor Arms: 1x Kinetic Autogun | Class: Midhi (https://i.imgur.com/0TNciQ4.png) Role: Plasma Bomber Arms: 2x Plasma Bomb Launcher | |
(https://i.imgur.com/CxjPqjT.png) | (https://i.imgur.com/n3cbOOs.png) | (https://i.imgur.com/49OSKE4.png) | (https://i.imgur.com/4p9CJgl.png) |
Class: Kashaf (https://i.imgur.com/yjYaBWg.png) Role: Survey Scout Arms: 1x Light Flechette Cannon | Class: Alharis (https://i.imgur.com/5HxGFzD.png) Role: Assault Craft Arms: 1x Flechette Cannon | Class: Mufajir (https://i.imgur.com/ci35SJd.png) Role: Plasma Bomber Arms: 2x Plasma Bomb Launcher | Class: Ramah (https://i.imgur.com/wurNjZQ.png) Role: Lance Fighter Arms: 1x Light Plasma Lance |
(https://i.imgur.com/H64WU5K.png) |
Class: Tira (https://i.imgur.com/kdyI5sK.png) Role: Corvette System: Wing Leader (https://i.imgur.com/cjF1WD6.png) [Video] (https://streamable.com/ygcy2) Mounts: 1x Medium Energy |
(https://i.imgur.com/dCeo1ni.png) | (https://i.imgur.com/ylDLxvY.png) |
Class: Banika (https://i.imgur.com/0ZliNkJ.png) Role: Transport System: Ram Drive (https://i.imgur.com/xQ69sBp.png) [Video] (https://streamable.com/abv7l) Mounts: 1x Small Ballistic Mods: Modular Holds (https://i.imgur.com/x1LHcrJ.png) | Class: Hinsra (https://i.imgur.com/buBM4vD.png) Role: Heavy Frigate System: Ram Drive (https://i.imgur.com/xQ69sBp.png) [Video] (https://streamable.com/abv7l) Mounts: 1x Medium Ballistic, 2x Small Ballistic, 1x Small Missile |
(https://i.imgur.com/6DBslFQ.png) |
Class: Vidhvansak (https://i.imgur.com/xlVrGLe.png) Role: Heavy Destroyer System: Missile Defense (https://i.imgur.com/eRi2lIk.png) [Video] (https://streamable.com/8cmss) Mounts: 1x Large Ballistic, 2x Medium Composite Arms: 1x Rajih MRM Battery (https://i.imgur.com/fnzAkH1.png) |
(https://i.imgur.com/ysAOYw9.png) |
Class: Tajmahir (https://i.imgur.com/9yg6pNQ.png) Role: Carrier System: Reserve Deployment Mounts: 1x Large Composite, 2x Medium Missile, 5x Small Ballistic, 3x Fighter Bay |
(https://i.imgur.com/J66KYUW.png) | (https://i.imgur.com/IfwCHZD.png) | (https://i.imgur.com/jolVLTG.png) |
Light Zenith Cannon (https://i.imgur.com/adq9UUX.png) Role: Point Defense (Area) Mount: Small Ballistic Damage: Fragmentation | Pulsar Cannon (https://i.imgur.com/m9iDmhZ.png) Role: General Mount: Medium Energy Damage: Energy | Kitar Flechette Cannon (https://i.imgur.com/yGirWHX.png) Role: Anti Shield Mount: Large Ballistic Damage: Kinetic |
Awesome looking fighters!Homeworld's good enough for 'bout a dozen mods of it, won't be a faction mod of this for a while anyhow until've gotten all the ships in.
I am working on reviving the Hiigaran Descendants mod, the Homeworld 3 announcement adds just more wind into my sails ;D
8153999 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.HullVariantSpec.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.HullVariantSpec.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
at nabaal.hullmods.HiigaranFleet.applyEffectsBeforeShipCreation(HiigaranFleet.kt:13)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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 com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.printMiningTools(Nex_PrintMiningInfo.java:194)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.execute(Nex_PrintMiningInfo.java:54)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.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)
[code]
Some other thoughts about how HW ships would balance in SS.Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.
Since most of the ships don't have shields (save for that one lone Field Frigate maybe), they should have a higher armor and hull integrity rating than vanilla ships (built in Heavy Armor, Armored Weapon Mounts and Hull Integrity mods perhaps).
First off, great work, thank you for reviving Homeworld for SS! -snip-Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.
These are really lovely; I'm especially enjoying your Vaygr bomber. It's really nice to see someone doing a Homeworld mod from scratch instead of reviving Gotcha!'s.Ah stoked to hear that from ya vectorian brother, thank you! Thought that carrier was a Keeper at first because of the bloody twitter compression, looks terrific though, I'll take 20.
(I should really work on my Homeworld-ish mod (https://twitter.com/HarmfulMechanic/status/1137487839870873601) some more...)
Some other thoughts about how HW ships would balance in SS.
I would instead make them extreme versions of low-tech Starsector ships; poor shield efficiency, slow, with ponderous ballistic weapons and lots of PD. High per-shot kinetic and long bursts of fragmentation damage with slow refire rates and shot speeds would make the guns work within Starsector's balance environment, with HE ion/pulsar beams to ruin hull armor.Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
addShield(NewShipType, "EMP", 10000, 20)
Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.One way to make shield-less ships more fun to use would be powerful but flux hungry systems.
Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.I see your point about the difficulty in balancing shieldless ships, and I agree a 1:1 translation of mechanics isn't a good idea, maybe a compromise would be like you and the 2 suggestions by @ChaseBears and @Gotcha!, which is to have a shield module hullmod since as they pointed out, the Hiigarans are quick to research and adapt new tech (maybe an omni version of the "Makeshift Shield Generator" hullmod, but reduces ship speed only when active).
=omitted to reduce length=
Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.No need to sweat exact accuracy haha, just ballpark and visually relative-ish as far as feasible.
=snipped to reduce length=
Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.You mean in SS? I know there's a couple of ships in SS that don't have built-in shields, like the salvage rig, not sure how that's handled code-wise though.
May be only against EMP damage but'm drawing a blank on any concrete info.CodeaddShield(NewShipType, "EMP", 10000, 20)
Planning some kinda armour repair system for the Shipyard, preferably where the ships came in to dock. Could extend that to the resource collectors and carrier subsystems as a shield replacement mechanic, with some CoH2 style internal crew-repair that disables the ship as a last alternative. But heck even as'm writing this it feels taken too far and doesn't really introduce a new engagement mechanic, just an infuriating back off n' heal one. Particularly if hyperspace systems get introduced, can just hop away from any danger and come back fresh as a brass flannigan.Guess the only way to know is to test it, but shields can still be a module option, since its not really clear how some production modules can be translated into SS, if you even want to do so that is.
Maybe with the bigger ships you could do something wacky and have the shield projected from modules instead of the hull.Had somethin similar in mind for the carrier where certain modules'd change the defensive/ship systems, there's already a cloak generator module so with a mut. exclusive shield generator module you could pick.
Do you plan on doing Corvettes as fighters or frigates?Unless there's some way to restore the old carrier independent fighter wings, was thinkin' small frigates with a literal buddy system, since they emphasise always working in pairs.
Nah's from the (carrier) HW2 ship file, here's the function reference (http://www.hw2wiki.net/wiki.hw2.info/FunctionaddShield.html).Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.You mean in SS? I know there's a couple of ships in SS that don't have built-in shields, like the salvage rig, not sure how that's handled code-wise though.
May be only against EMP damage but'm drawing a blank on any concrete info.CodeaddShield(NewShipType, "EMP", 10000, 20)
On the topic of EMP, HW ships are likely hardened to normal EMP attacks, as they did not have ubiquitous shield tech.
While some fibrous half of my being desperately wants to write some fancy pants defence system, yah shields'll do for now. There's some funky ideas to take from the shields introduced in the Complex mod, though replacing the shield AI code Alex's been rubbing on for years with a fancy looking knockoff would be some act of hubris. Nevermind all that.IMO if you can create a good alternate bit of defence tech that fits into the game, I don't think that's hubris (and Alex has IIRC incorporated some select few fixes and additions introduced by mods, into the main game). There's some mods which add interesting new stuff without supplanting shields, like the Blackrock mod which has a ship that interdicts missiles for the ability's duration.
Nah's from the (carrier) HW2 ship file, here's the function reference (http://www.hw2wiki.net/wiki.hw2.info/FunctionaddShield.html).Ah, yeah, I think it is indeed a HP bar for EMP damage, in particular the special ability for scouts. Good vs fighters and corvettes, frigates and above not so much.
Ain't a discernible separate bar for a shield in HW2 that've seen, perhaps it only manifests as a partially regenerating health bar. Or's just a hidden HP bar for EMP attacks before the ship is "stunned".
Can't find much information 'bout it besides the link.
236946 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: kotlin.text.StringsKt.trim(Ljava/lang/CharSequence;)Ljava/lang/CharSequence;
java.lang.NoSuchMethodError: kotlin.text.StringsKt.trim(Ljava/lang/CharSequence;)Ljava/lang/CharSequence;
at org.lazywizard.console.ConsoleModPlugin.migrateSettings(ConsolePlugins.kt:22)
at org.lazywizard.console.ConsoleModPlugin.onApplicationLoad(ConsolePlugins.kt:37)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
First complaint is that it doesn't use the fact that it can fly over stuff and shoot over allies like a fighter can all that often.Hrm yeah's a Frigate in terms of AI still, lot of collision detection hinges on the ship's hull size rather than collision class've discovered (http://fractalsoftworks.com/forum/index.php?topic=17134.0).
Second complaint is that when the ship is brought into battle, the other 3 that spawn with it don't get into formation with it until the original is already engaged because of how fast the original moves.Hear ya, it'll get hammered with this (http://fractalsoftworks.com/forum/index.php?topic=16360.msg270796#msg270796), spawn with/next to the leader.
My only complaint is that the AI seems to charge way too often, often smashing into allies.Ah yah, the current FF check is pretty cheap/narrow, falls out of the arc target finding for free. Will slap on a proper collision check next time 'round.
the Tira has to be one of the most fun frigates/corvettes I've piloted myself, honestly...Ahah, yeah they might need knockin' down a peg actually. 4 medium mounts for 4 FP's a tad over the scale, 200 speed with full weapon range's also a mite whoa.
This is a very well done mod and I love especially the Vaygr destroyer sprite. Can't wait too see what you cook up next update.Thanks! Kinda started with all my favourites here but hell there ain't one bad ship design in HW2 so'm still burning for more.
"Failed to load master version from Gitlab.com"
Tested through my playthroughs, I can safely say this mod is still work on 0.95.1aHi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.
A fine addition to my collection I would say
open mod_info file and edit gameVersion to 0.95.1a-RC6Tested through my playthroughs, I can safely say this mod is still work on 0.95.1aHi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.
A fine addition to my collection I would say
Thanks in advance.