These ships are just a ship pack. I have no plans to turn them into a faction.
Dunno if this'll ever get updated but the Clanker could do with getting it's turn rate dropped a little. It turns so quickly it looks goofy.Noted.
Update 1.2c
Cerus's turn rate and acceleration has been reduced and Clanker's turn rate has been lowered again.
https://github.com/Liam5563/astroidships-pack/blob/master/Astroid%20ship%20pack%201.2c.rar?raw=true
Might want to take a look at HMI's junkship stats and see what you can do about the maneuverability for the asteroids, since the junkships turn like crap and I imagine would have theoretically identical performance to the asteroids.
All ships(except Pebble, Stoner and Boulder) now have OMNI shields instead of FRONTs
Havel, Galileo, Rock, Cerus and Clanker have had their OP points increasedI'll give the asteroid ships a go to see how they feel right now, I guess I'll see how much Ordinance Points you added whenever I load the game!
Starsectors fleet points are very weird sometimes. If you look at the stock ship CSV file the Dominator is supposed to have 15 fleet points but actually has 25, the Legion has 28 but actually has 40. The underworld ships you have also have this problem. The Stalker is supposed to have 14 but actually has 20 and the Infernus is supposed to have 28 but actually has 50. Also the Cerus is supposed to have 22 FP now.
Pebble's system id has been changed to reserve deploymentI believe this is a logical, balance change if you want to keep the ship at 40 Deployment Points, but I'm under the impression the ship is in the same boat as the Infernus Battlewagon From Underworld: It's too big to stay at 40FP and it would just get its signature features butchered if it tried. 50DP would give it a lot more room to be its own ship while not sacrificing any aspect of what makes it unique, so here's my argument for the Pebble to become 50DP:
Wonderful. Rarely meet a good pack of non-high-tech ships.
Well the idea is that rocks are lighter than the equivalent amount of steel so these ships can go faster than ships of similar sizes due to being made from lighter materials. To try and balance this the ships have very low amounts of armour but a lot of hull points so its easier to disable their weapons and make them lose crew.
Well the idea is that rocks are lighter than the equivalent amount of steel so these ships can go faster than ships of similar sizes due to being made from lighter materials. To try and balance this the ships have very low amounts of armour but a lot of hull points so its easier to disable their weapons and make them lose crew.
In space, everything weighs the same. Mass varies. It's a mod... for a game... that is an abstraction... of something that isn't real. Just assume the mod author wanted to balance this against vanilla game options.
Honestly I'd have gone with lots of armour (to represent all the rock you have to burn off as ablative armour) with average maneuverability and low structure (to represent their ramshackle construction, that being of random rocks welded together with scaffolding).Well the idea is that rocks are lighter than the equivalent amount of steel so these ships can go faster than ships of similar sizes due to being made from lighter materials. To try and balance this the ships have very low amounts of armour but a lot of hull points so its easier to disable their weapons and make them lose crew.
In space, everything weighs the same. Mass varies. It's a mod... for a game... that is an abstraction... of something that isn't real. Just assume the mod author wanted to balance this against vanilla game options.
That's the mod author you're quoting lol
On mobility, I like the asteroid ships being agile but having low armor values, makes sense and fits, though I've personally adjusted some of the bigger ones to be a little less snappy (some of the big ones have frigate-level agility by default).
Do the pirates actually use these ships in battle or are these for players only?Last I checked the pirates used them extensively, pretty much only those ships in fact. Although last time I used it was a few versions ago.
after some playtime not only do the pirates use them, they use other ships too. These getting mixed in either cripples, weakens, or hella bolsters their fleets. Those cruisers are no jokeDo the pirates actually use these ships in battle or are these for players only?Last I checked the pirates used them extensively, pretty much only those ships in fact. Although last time I used it was a few versions ago.
Just a thought but, being made of litteral rock, shouldn't they be harder to detect with sensors ?
I mean if a fleet of thoses ships were to just go slow in a asteroid belt, wouldn't they be nigh invisible since its rocks next to more rocks ?
Heck running silent should make them nigh invisible unless a fleet litterally comes within sneezing range
just thought them having a lower than average sensor signature would just make sense
unless thats already in ?
If I knew how to change ship sensor signatures I would have done it ages ago.
Ships have a cool aesthetic but are way out of balance. Too much weapon mounts, mobility, flux, speed, omni shields, etc etc etc.
Ed: best way I can describe it is the ships look low-tech, but their actual stats are high-tech with low-tech's full ballistic mounts and damage subsystems, and mid-tech's mobility.
I wonder if a fun Easter Egg would be to give mining weapons bonus damage against them.Ships have a cool aesthetic but are way out of balance. Too much weapon mounts, mobility, flux, speed, omni shields, etc etc etc.
Ed: best way I can describe it is the ships look low-tech, but their actual stats are high-tech with low-tech's full ballistic mounts and damage subsystems, and mid-tech's mobility.
Dunno, they seem to have kinda crappy armor and hull, so there is some balance. But I haven't run any sims to generate statistical data, so maybe I'm just incorrectly relying on anecdotal evidence. Still would be cool for like the ships in the mod to have their engines flame out more often in battle to balance adding insulated engines, or some other kinda cool balancing for what is mostly a rather interesting addition to the game (ie, a lack of asteroid ships in the vanilla game does seem a kinda obvious oversight, even if it would sorta kinda conflict with some of the game's lore regarding ship production and DRM).
I have not been playing starsector a lot recently and was not aware of this hull mod. I'll take a look.
*edit* I had a look. I'm not going to replace the built-in hull mod with Rugged Construction.
I've yet to see a Pirate fleet with a Pebble. Is it super rare?
I've yet to see a Pirate fleet with a Pebble. Is it super rare?
I've only seen it drop for pirate fleets with super high bounties (but still rarely), I think pirates just rarely field it 'cuz ship type/possibility per faction fleet is at least partially determined by the faction's access to a decent shipyard (but once hidden bounty stat is high enough, this at least partially overrides normal fleet comp determination). Seriously, sell the pirates a corrupted nano forge on the open market where their shipyard is, makes game much more interesting (if you can find one these days, rare item pool inflation a very real thing these days!). It might also transfer over if you sell it on black market anywhere, but that is kinda a crapshoot, so usually easier to just sell it on the open market of the colony you want to see the item used on.
I noticed the support destroyer galileo isn't counted when you click "deploy all"
Yeh, alright you have permission to translate the mod. Just make sure that people know that I made this mod or even just link this page on the Chinese forums.Thanks!I will! ;D
It's usually helpful to post the relevant part of the log along with your bug report. Although, the "invalid character" thing coupled with the fact you're using Linux tells me that it may be some IDs being capitalized in some parts of the mod, but not in others.
If that's the case, you can fix it on your end while the author returns to do it themselves. It's fairly easy and quick to do, especially in a simple ship pack like this.
Can you upload the mod_info file somewhere and link it here? The included file does have some inconsistent indentation, something might've broken further while editing that.
Can you upload the mod_info file somewhere and link it here? The included file does have some inconsistent indentation, something might've broken further while editing that.
Absolutely, hope this helps.
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Quote from: XpanD-Content Snip-
No worries, you all do this as a hobby after all. Good news is the mod now shows up in the launcher just fine but the bad news is it still crashes to desktop when loading the actual game itself. The fresh logfile is attached below. I really am sorry for all this trouble.