Interesting looking ships but mod doesn't show up in the mod list?
Interesting looking ships but mod doesn't show up in the mod list?
That's strange, did you remember to unpack the .zip in the \mods folder?
Interesting looking ships but mod doesn't show up in the mod list?
That's strange, did you remember to unpack the .zip in the \mods folder?
Yeah it's unzipped in the mods folder. Just doesn't show up in the activation list.
That fixed it. Just an initial suggestion but maybe a rear PD turret on the Buffalo EX to make it a bit more different from the regular one?
All the buffalo variants should have civilian hull built-in unless there's a very good reason otherwise. These don't seem to be modified enough to warrant removing it.
I definitely want to add this mod to my mod guide, but a few comments:
- The Custodian seems fun, but 0.4 flux/dam is ridiculous on any ship.
- Given that the Falcon TX is, on the whole, superior to the regular Falcon, it could do with a bump in DP. Say 17 points, maybe?
- The Bielik's flux capacity seems too high both for its DP value and the "lacklustre flux core" description. I'd say tone it down to be more in line with the Hammerhead.
- I generally advise that cruiser-sized salvage gantries be worth no more than 8 or so mining strength, given the destroyer-sized gantry is worth 4. As such, a more appropriate base mining strength for the Panhandler would be something like 40.
:(Download the mod again, this was fixed in a silent patch
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?
I'll definitely consider this, though the Buffalo EX is already getting a bit of a makeover to make it more different.
If you're looking for any ship ideas, what about a Buffalo EX MKII? Like a super Buffalo MKII? Support orientated, weak or no shield and maybe a built in Miningpod or talon wing?
I'll definitely consider this, though the Buffalo EX is already getting a bit of a makeover to make it more different.
The Panhandler could be another good Pirate conversion. Also, the Pather Buffalo doesn't seem too spawn in Pather fleets.
The Light Machine Railgun has the STRIKE and USE_VS_FRIGATES hints, making the AI fire only when target flux is high. This is limiting the usefulness of this weapon because it deals kinetic damage, so I suggest removing them.
I've been looking forward too this. Some of your ships are just begging for some skins tho.
BREAKS SAVES
BREAKS SAVES
Does it really break saves? like break as in it doesnt allow you to load the save or something else in the save is broken?
I updated it the usual way of deleting the old mod and such, Prepped a save transfer and such but it seems like it didn't seem to break it? Perhaps? the same save loaded just fine that was using the old mod before today
Edit: seems like the Thunderbolt is still in there, which would be the reason why the save isnt borked as it still exists.
Is there some backgroud story about Falcon-TX011 ? i see him added in changelogs and then nerfed, unfortinately seems like i tried this thing only after nerf, so i am unaware what is wrong with it except right now it is complete *** because even vanilla Falcon (P) just better in every way. Mainly because there is no decent long range medium energy weapons in this game even with ton of installed mods. There are few decent ones, but not a single one what can be called "Main Gun". Maybe heavy blasters but they are way way WAY to flux greedy and most of the ships not able to use them. But on top of weapon choice Falcon (P) had preinstalled augmented drive field and unstable injectors with plenty of spare ordnance points. This thing can't fit anything. It's just a really weak ship. Love design, but why it so overnerfed? Did you ever try Lodium from high tech armada? This is a *** OP ship what can annihilate capital after capital with his dual heavy blasters. It is super fast, have extremely strong shield and godlike flux stats. Lodium is a cruiser, like all these falcons, but it performs better than most capitals in game, even with mods. So again, my question is - whats wrong with Falcon-TX011?
I meant what i can't see where it unbalanced and make an example of "what can be considered as overpowered".
Pirate Falcon is better for that role of super fast strike cruiser. It has 90units of base speed + 50 from maneuvering jets + 50 from 0-flux bonus and with helmsman ship it have 200+ units speed spikes. It also have 2 medium rockets and 2 medium composites which can also be a rocket so you most likely gonna utilise 0-flux boost unless you cannot dodge certain projectiles so you have to absorb them with shield. Again maneuvering jets gives you a lot more versatility since it allows you to use this extra 50units of speed to sideways or even backwards movement. Falcon (P) can easely kite larger ships, flank them and get back for recharge.
However, plasma burn require you to turn your ship, so it mostly can be used for pursue, but not kite.
Also to utilise shortrange heavy blasters you need: speed(check), strong shield (dmg/flux efficient, high capacity) and enormous flux regeneration (at least 1000+) which is not the case for TX011. His stats, as far as i remember, pretty average for light cruiser. To utilise rockets from Falcon (P) you don't even need integrated targeting unit, only expanded missle racks. Rockets already had long range, they don't need flux. At the end of the day 2 mounts are composite, so you can place heavy needlers there for shield suppression and pair them with typhoon torpedoes.
Suggestion? swap Plasma burn from Odyssey to Plasma Jets from Aurora And if you don't want to add some more ordnance points at least mirror built-in hullmods from pirate Falcon (unstable injector, augmeted drive field). Maybe add even some more (auxillary thrusters, expanded missle racks). Because how much it had? I can't remember... 80? 90? this is so little.
I like both the new additions. Though I dunno if it's me but the stewards left top hardpoint looks a little stretched when empty?
So does that mean that i shouldn't download that new update?If you have already started a game with the previous version of the mod, then yes, the update might break your game if you use it, since it removes one of the weapons mounts from the Bielik.
A small bit of random commentary on various portions of the mod.strom box have a real world equivalent. For real?
Steward-class is a pretty neat high-tech escort frigate, good at knocking out missiles. Panhandler is also a nifty civvie utility ship to take out to the fringes.
Artwork is solid and Vanilla-esque, generally speaking.
Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat. The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior. While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship. This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.
Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships. Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else). Flux stats are underwhelming for its weapon complement, tech level, and DP. In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.
Vanilla's getting the Champion, which will be a 25DP midline heavy cruiser with a Large Missile, a Large Energy, 2 Medium Ballistics, a smattering of smalls, and what appears to be HEF as a ship system. While not all details are known (and things are subject to change 0.95), it appears quite likely that the Custodian will be further crowded out.
The fancy Falcon is, eh... Unfortunately, I have to echo the sentiment of that person from May. It's an unusual, quirky machine, but not in a good way. The ship has around 2 objectively correct configurations due to its extreme OP limitations, both of which are missile boats, and a ton of "trap" configurations that's not worth the metal it's 3D-Printed on. There's no reason to use anything other than missiles on the dual type mounts (and in fact, the ship cannot effectively utilize non-missiles in those mounts), which seem to exist only to provide the illusion that the ship is more modular than it actually is.
The Assault Variant is one such missile boat configuration, and it does a good job highlighting fundamental issues of the ship. Despite using mid-grade missiles and the bare minimum of defensive guns and accesories, the rear arc's defensive coverage was completely cut and the ship's actually 3 OP overbudget! (Also, the PD and Typhoons are in the same group, for some reason.) The ship's design is railroaded by its limitations in excess of most other ships, and as a result it's neither fun to outfit nor fun to fly.
The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place. In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident. This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.
Haven't gotten to try the Stormbox, but I can tell it takes inspiration from a real-world prototype, that's pretty neat. The Light Machine Railgun seems to have this odd behavior with IPDAI, or rather lack of behavior. While the description is clear it doesn't normally work in the PD role, the weapon still refuses to target missiles when IPDAI is installed on the parent ship. This seems odd and unintuitive, and seems to be a bug, as other non-PD weapons function as expected when IPDAI is installed.Thanks for the heads up, I'll look into it.
Custodian seems to be somewhat to the left of the bell curve for its DP value compared to other, vanilla ships. Ships with similar DP values like the Dominator and Eagle can dispatch it rather handily (The Custodian can, at least, stall a little bit with its Fortress Shield, but not a ton else). Flux stats are underwhelming for its weapon complement, tech level, and DP. In in-game combat situations, hostile Custodians don't really appear to be threatening despite their impressive stature.Custodian is currently scheduled to have a full sprite and gameplay overhaul; It's still gonna be a defensive ship but it should perform far better, and offer more interesting gameplay.
The primary reason this doesn't actually appear to be a big problem in-game is, well, nobody actually seems to know that Falcon variant in the first place. In fact, the only reason why I discovered this ship in the first place was because I was fiddling around the test missions added by... some mod, and came across this weird little Falcon by accident. This presumably means that the only way I can actually encounter the Falcon in the campaign is by discovering the blueprint from some wreck and then selling it to Pirates.Funny thing, Falcon-TX011 has been removed from the mod for some time(first soft-removed for save compatibility, later completely removed), though I must have forgotten to add that in the patch notes. All your complaints are very valid and are exactly why I removed it, along with it being intended to be part of a mini-faction that was abandoned.
strom box have a real world equivalent. For real?Yep! It's based the Metal Storm Weapon System prototypes, a very fascinating bit of technology. You should be able to find videos on youtube of test firing, that will make the inspiration pretty clear.
Hot stuff, love itThanks, hope you'll have fun and feel free to leave some comments here after!
Crab: Really like this ship. It's great as another option alongside the Lasher and Wolf for a generalist military frigate. It's probably too strong for its cost, between the strong loadout, salvage gantry, and built in targeting unit. All you need to do is add extended shields to nullify its main weakness. Maybe raise the maintenance and deployment cost to 6?That's a fair point. I gotta reevaluate it. Do note that it doesn't have much armour or speed, so while it's strong at range it folds like paper the moment something can catch up to it.
Firecrow: I don't like this ship. Not because it's necessarily bad, but because it is a rare blueprint. It doesn't feel like it should be, by the time you find and can make that ship it isn't useful anymore.That's a good point, though I'd prefer not to make it super easy to get. I might change it up a bit to be more of a semi-rare early game ship.
Collier: It's fine if you're playing Nex and doing some mining. Otherwise kinda meh, but it's a default ship so that's appropriate. Oddly it won't show up in player faction patrol fleets when prioritized, not sure why.I'll look into it - I probably messed something up in default ship roles.json.
Bielik: Felt really underwhelming to use. Could be because I'm not good at flying it or gave it a bad loadout. The ship never felt like it could do that much in a fleet under the AI either.Bielik is in a weird spot since it's more of an oversized frigate than a typical destroyer. I wouldn't really recommend engaging most destroyers with it, but it can do wonders as a frigate hunter - I recommend trying it out with Safety Overrides. That said, I might lower it's DP to be in line with Shrike as that's a much more comparable ship than the other midline destroyers.
Haven't really used the other ships much at this point, but I can say I'm having trouble finding a good use for the Light Machine Railgun - while the range is a little better than a machine gun, it's still short enough that just taking machine guns is overall more useful. Maybe 450? 550 would definitely be too close to the autocannon and even 500 would probably be too long for its firing style. 450 would overlap with heavy machine guns, which could give it a nice niche as a complementary light version.Fair point. It's a bit hard to change since it's inherently a sort of low impact type of weapon(like a lot of competing smalls), but I think a boost like that should be okay.
I have an issue...
I want to use the red Collier.
I Don't want to use Vera.
How to?
I love the looks of these ships but all the ones I've tried so far have been super underpowered sadly. The main issue is that they get overloaded in half a second flat. Even the capital dsnt seem to be able to do anything in a fight. It might be ok if they had lots of utility to make up for it like adding salvage gantry/ surveying equip/ etc.The capital is fragile and long range focused, you need to use the maneuvering jets to stay out of the way because it will die easily. That's the cost of it being a cheap capital with good flux stats.
The capital is fragile and long range focused, you need to use the maneuvering jets to stay out of the way because it will die easily. That's the cost of it being a cheap capital with good flux stats.
Edit: Forgot to mention that there's gonna be a bunch of balance changes in the next update so most ships will get a bit of a buff.
Buffalo Mk IV
-Major sprite rework
-Now has built-in Hammer Barrages, as well as 3 more small mounts
-Revamped stats - it’s like a new ship
Atlas Mk V
-Changed DP to 30 from 28
-Brings it more in line with Prometheus Mk. 2
-Increased turn rate from 15 to 20
-Makes it even more maneuverable - it can practically do flips now with its system
-Increased burn level from 7 to 8
-While doesn’t fit the lore flavour this fits more the feel flavour
Catamaran
-Base top speed increased from 80 to 90
-Increased armor from 150 to 200
Crab
-Increased OP from 60 to 65
-Increased armor from 100 to 150
-Increased speed from 100 to 110
-Removed ITU as a built-in
-Gives it an all-around boost while avoiding excessive hullmod built-ins and giving it more flexibility
Bielik
-Changed DP from 9 to 8
-Matches the Shrike which is the destroyer the Bielik is most directly comparable to
-Increased armor from 120 to 150
-Minor buff and to stop a minor rounding error from showing up in refit screen
-Changed the points from where active flares are launched on system use
-Should allow it to more easily protect itself against missiles wherever they’re coming from
Steward
-Increased PPT from 200 to 300
-Brings in line with vanilla(multiple of 60) and also emphasizes its role as a sturdy support ship
Firecrow
-Changed DP from 6 to 3
Custodian
-Removed Underpowered Heavy Mounts
Collier(RG)
-Buffed Revolutionary Beam
Buffalo-EX
-Changed skeleton crew from 150 to 80
-Changed max crew from 250 to 150
Light Machine Railgun
-Increased damage per shot from 35 to 40
-Changed range from 400 to 450
-Emphasises the strength of the weapon over the LMG while also matching the HMG’s range for some more synergy.
Can you make militarized versions of your Panhandler and Buffalo EX? I think it'd be cool if the pirates/independents have a militarized version of the Panhandler and the pirates/path have a militarized version of the Buffalo EX.I'm definitely planning to do a Buffalo-EX(P) eventually. No idea about the Panhandler as it needs a rework first.
Looks nice. I have an idea, maybe thats something for this mod. A buffalo freighter white painted with red cross. Basically a hospital ship for roleplay.
0.2.3
Bielik
-Changed the Medium Ballistic mounts to Medium Hybrid mounts
-Increased armor from 150 to 200
-Added Civilian-grade Hull on several ships that were missing it
-Fixed an incorrect turret arc on one of the ships
Yep, a new patch. Not much here, mostly small adjustments and some small fixes.
Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip (https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zip)Quote0.2.3
Bielik
-Changed the Medium Ballistic mounts to Medium Hybrid mounts
-Increased armor from 150 to 200
-Added Civilian-grade Hull on several ships that were missing it
-Fixed an incorrect turret arc on one of the ships
Oh man I see that Buffalo EX and immediately think to myself: There better be a pirate or Ludd variant in there
Pls add...
Ah, double Ion Beam annoyance incarnate here we go ;)
Ah, double Ion Beam annoyance incarnate here we go ;)
Don't worry, more on the way ;3
Ah, double Ion Beam annoyance incarnate here we go ;)
Don't worry, more on the way ;3
Looking forward to it! Good luck out there with the sprites!
A minor hotfix for a hard crash when used with Vayra's Sector.
Idk I just fix bugsA minor hotfix for a hard crash when used with Vayra's Sector.
Wait, there is a working version of Vayra's sector?
Wait, there is a working version of Vayra's sector?
FYI. I came across a crash with the bounty fluffships_centrist_odyslaught calling on portrait_30.png when I was testing compatibility with BountiesExpanded - Version 0.3.3C from discord on my mod.Download the newest version
Hey. Will they be any update on this mode for the 0.96 ? The ships are realy cool.