Fractal Softworks Forum

Starsector => Mods => Topic started by: FasterThanSleepyfish on September 15, 2020, 02:31:27 AM

Title: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: FasterThanSleepyfish on September 15, 2020, 02:31:27 AM

Hey kids, remember that silly little game called FTL: Faster than Light? Now you can play a Starsectortm mod that is vaguely modeled after said popular franchise!


(https://github.com/Foxer360/Star_Federation/assets/3461063/96e34bab-93d8-4f2e-8e9b-9b637778756f)

The Star Federation sought the same thing many other rebels wanted: freedom from the Domain of Man's brutal and ambitious rule. Somehow coming upon the means of an alternate method of FTL travel, the nascent polity survived numerous Domain assaults using a network of "dark" colonies only accessible via their exclusive jump-drive. All was for naught when their warp beacons fell as dead in the gates, making it pointless to try and reach their once invaluable allies.

Suffering the same fate as all outer-periphery worlds, the Federation has all but rotted away in the Sector's dire state. You can visit them in their lonesome star system Octavia VIII, located roughly north of the core systems!

(https://i.imgur.com/3CTLRy8.gif)
Often, Star Federation ships generally have:
+ Average to impressive weapon mounts
+ Specialized hulls with high performance
+ Secondary shields on capital-class ships

(https://i.imgur.com/Q2RlaRc.gif)
However, their technology isn't perfect:
- Fewer PD mounts, mostly energy-based
- Shield arc shrinks as hard-flux increases
- Poor durability, but with a few exceptions



Reach 25 Reputation with the Star Federation to be assigned a most important mission. It is given in secret through an unofficial bounty board, located in any Star Federation bar.
"Classified Information: Anomolus Hyperwave-Emitting Entity"
(https://i.imgur.com/M3PSkQv.png)
[close]

RECOMMENDED: Lazywizard's Version Checker mod. Click HERE (https://fractalsoftworks.com/forum/index.php?topic=8181.0) to download Version Checker

REQUIRED: MagicLib. Click HERE (https://fractalsoftworks.com/forum/index.php?topic=13718.0) to download MagicLib

REQUIRED: LazyLib. Click HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to download LazyLib



NOT SAVE COMPATIBLE with previous Star Federation versions!
WILL BE ADDED TO EXISTING non-Star Federation saves!

(https://i.imgur.com/hin9PKN.png) (https://github.com/Foxer360/Star_Federation/releases/download/v0.99/The.Star.Federation.0.99.RC5.zip)
Click the image to download! 0.99 RC5 as of May 23rd 2023.
Alternate Download via Google Drive (https://drive.google.com/uc?export=download&id=147WvSBZ8BW7pIdmCg2B6OOFIFdTIAcvD)




Special Thanks!
Starsector Unofficial Discord............... for their patience
MesoTronik................. for missions, sounds, and advice
Histidine....................... for mission code, and code help
Avanita................................. for playtesting and advice
Dark.Revenant......................................... for code help
Tartiflette............................. for code and backgrounds
Ben Prunty........................ for faction interaction music
FlyingFlip...................................... for sprite assistance
Soren................................ advice and new faction flag
Techpriest............................................. for coding help
TheSoldier........................................... for proofreading
Nia Tahl................................................. for coding help
CABLES............................................... for proofreading
Matt Damon (discord)............................ for coding help
SirBucketKicker.............. for playtesting and coding help
And probably many more!
CHANGELOG

==========RC5===========

________GENERAL_________

-Added custom relation texts in the campaign

-Shortened planetary descriptions and docking prompts

-Legion (SF) should actually appear as a derelict in new games
   -Can still be a historian BP drop in saves using RC4
   -Stoopid fishe

-Federation Construction
   -Shield arc losses from 50/60/80/65% -> 45/50/55/60%
   -Weapon RoF changer no longer affects missiles
   -Removed debug floating-texts on disabled engines

-Probably some other things I forgot

_________SHIPS__________

-Legion (SF)
   -Reduced armor from 1550 -> 1400
   -Increased flux dissipation from 550-> 750
   -Increased flux capacity to 12000(?) -> 16000

-Accordant-class Battlecruiser
   -Trying to make it feel more tanky, but still mobile enough
   -Armor/hull increased to 1400/12500 respectively (about 20%)
   -Speed reduced from 60 -> 50
   -Increased shield efficiency from 0.9 -> 0.8
   -Increased flux capacity to 17000
   -Interdictor Array base range increased from 1000 to 1200

-Rebellion-class Battleship
   -Gained Missile Micro-replicator hullmod
   -Power Surge range increased from 1000 -> 1500

-Mod Rebellion-class Battleship
   -Large ballistic turrets changed to energy
   -Lost Heavy Ballistics Integration hullmod
   -Gained Integrated Burst Capactiors hullmod
   -Gained Missile Micro-replicator hullmod
   -Power Surge range increased from 1000 -> 1500

-Kestrel-class Cruiser
   -4 frontal small energies changed to ballistic
   -Universal mediums changed to ballistic
   -Flux dissipation increased from 550 -> 600
   -Removed Missile Microforge hullmod
   -Armor increased from 800 -> 1000
   -Hull increased from 7000 -> 10000
   -Armored Prow reflects changes to durability
   -Increased shield efficiency from 1 -> 0.9
   -Added Missile Autoloader hullmod
   -Added a rear small hybrid turret

-Nesasio-class Infiltrator
   -Sprite updated
   -Added one small energy mount replacing front coil
   -Changed small hardpoints from universals to missiles

-Cormorant-class Bomber Destroyer
   -Central ballistic turret is now Composite
   -Added Missile Micro-replicator hullmod.

________WEAPONS_________

-Red Drum launcher
   -Fires 3 shots, 1000 damage each
   -Changed sprite to reflect this

-Barracuda Torpedo Launcher
   -Damage changed from frag to energy
   -Torpedo acceleration increased from 25 to 150

-Hull Beam I, II
   -Decreased flux/damage ratio from ~0.9 -> ~0.4

-Most missiles
   -Increased HP to ~400

==========RC4===========

-Patched for Starsector update 0.96a
-Complied with MagicLib filename changes
-Minor stat adjustments here and there, nothing too big
-Definitely forgot some other minor things
   
-Accordant-class Battlecruiser
   -Sprite updated, mounts mostly the same
   -Speed actually increased to 60
   -Shield efficiency increased from 1.1 -> 0.9
   -Interdictor system no longer affects fighters

==========RC3===========
   
-Accordant-class Battlecruiser
   -Speed reduced from 70 -> 60
   -OP reduced from 300 -> 280
   -Capacity reduced from 20000 to 18000
-Union-class Battlecruiser
   -Changed mounts, only small energies are in plenty!
   -OP reduced from 285 -> 275
   -Hull/armor increased to 11000/1100
   -Deja vu?
-Resolute-class Battleship
   -Fixed an HE invulnerability bug
-Calvacade-class Battlecarrier
   -Speed increased from 45 -> 50
-Osprey-class Crusier
   -Shield efficiency reduced from 0.7 -> 0.8

-Hull Beam (all sizes)
   -Increased HE arc damage by 25%
-Glaive/Halberd Beam
   -Damage increased by ~10% all around
   -EMP component re-added
-Ion Flooder
   -Range reduced from 800 -> 750
   -Flux/shot 700 -> 880
-Artemis Array
   -Increased ammo to 32
   -Reduced cooldown to 6 seconds
-Artemis Launcher
   -Cooldown reduced to 12 seconds
-Pitch/Chisel/Carver
   -Reduced damage by 25%
-Light Overcharger
   -Flux and damage nerfed by 10%
   -Gains like 5% more ammo/second wow


==========RC2===========

-Accordant-class Battlecruiser
   -Increased speed from 60 -> 70,
   -Accel/decel increased from ~25% to ~40% of top speed/sec
   -Shield upkeep reduced from 0.4->0.3
   -Increased HP/Armor from 10000/1100 -> 12000/1200
-Union-class Battlecarrier
   -Dissipation reduced from 750 -> 700
   -Shield upkeep reduced from 0.4 -> 0.3
   -Shield efficiency increased 0.8 -> 0.7
   -Shield arc changed from 300 Frontal to 180 Omni
   -Weapon arcs changed to prefer a broadside
-Resolute-class Battleship
   -Fixed Auxiliary shield not removing HE resistence debuff
   -Dissipation increased from 650 -> 700
-Osprey-class Cruiser
   -Increased dissipation from 750 -> 800
   -Increased shield efficiency from 0.8 -> 0.7
-Jager-class Crusier
   -Fixed spelling error that prevented ZOLTAN shield effects
-Nesasio
   -Added Federation Construction hullmod (oops)
   -Added Integrated Burst Capacitors
-Stormwalker
   -Added Integrated Burst Capacitors
-Polyp
   -Added Integrated Burst Capacitors

-Interdictor Device
   -Added charges, second charge unlocks with System Expertise
   -Recharge rate slowed to 1 per 20 seconds (previously 1 per 16)

-Volley Fire shipsystem
   -Uptime reduced from 5 to 1.5
   -Cooldown increase from 14 -> 17.5

-Mooneye MRM missiles
   -HP reduced to 100/missile
   -Ammo counts reduced by roughly 20% or more.
-Dace MRM missiles
   -HP reduced to 200/missile
   -Ammo counts reduced by roughly 15% or more.
-Artemis torpedoes
   -Reduced ammo by one volley per launcher.

==========RC1===========

-Accordant-class Battlecruiser
   -Improved with custom Interdictor Device ship system
      -Custom EMP arcs come from emitters on ship
      -Should work more consistently than vanilla Interdictor
      -Fires out 2x2000 and 2x1000 EMP arcs at things that have no engines
-Jager-class Cruiser
   -Granted ZOLTAN shield module
   -Removed ECM hullmod
   -Added missing turret points on the sprite
-Additional descriptions fixed

=======PREVIEW 4=========

-Truly resolved the semi-rare "alpha" crash, thanks to SirBucketKicker on discord!

-MOST SHIPS HAVE FRONTAL SHIELDS
   -Adjusted many stats all around now that they have "bad" shields
-Rebellion-class Battleship
   -Increased projectiles from 180 -> 200 min, 360 -> 400 max
   -System overload infliction increased from 0 -> 4 sec min, 10 -> 12 sec max
-Accordant-class Battlecruiser
   -Speed increased to 60
   -System is now "Interdictor Array" to help pin down enemy ships
   -Removed built in Devastator, reverted to additional large energy mount
-Coordinated Strike system
   -Allowed zero-flux boost to function during system activation.
-Micromissile Forge system
   -Timers now need missing ammo to count down
   -Each timer only checks ammo counts for the missile damage range it affects
   -The 20% replenishment effect now uses base ammo, not modified ammo.
-Emerillion/Magenillion
   -Greatly increased recoil stats on the main weapons
   -Gave ~20% more flux stats overall
   -DP from 16 -> 18.
-Description/text changes continued
-As always, probably some more stuff slipped by


=======PREVIEW 3=========

-Properly redid shield color changes, value precautions are not relied upon.
-Fixed Jager shipsystem not removing buffs
-Fixed superbright shields for all Federation ships
-Nerfed Glaive beam w/ slightly higher flux generation
-Increased duration of all Hull beams by 0.2 seconds
-Increased cooldown of Ion Flooder by 0.7 seconds
-Maybe some other changes, but mostly focused on the shield crash.


=======PREVIEW 2=========

-Buffed Union shields from 1.0 to 0.8
-Fiddled with shield code, hopefully solves the bad RGB thing.
   -Never happens to me...! :(
-Now uses JRE7 (icky gross)
-Maybe some other things I forgot?

========WEAPONS==========
   
   -Added several new missile weapons, poor tracking but funny arcing damage.
      -Mooneye MRM - kinetic missile in S/M/L.
      -Dace MRM - HE missile with a minor HE arc effect in S/M.
            -Barracuda - Slow frag torpedo with big shock. BEEG SHOCK FOR MADAME.
      -Red Drum - HE torp, superheavy Dace kinda?
      -Swarm Battery got stronger but has limited ammo.

   -Beam changes, nerfs
      -Hull beams are frag with HE arcs
      -Glaive/Halberd damage nerfs, now pierce small things
      -New sounds all around
   
   -Removed a lot of itty bitty EMP values floating around various weapons.

=========SHIPS===========

   -Wayyy too many changes overall
      -Balances, revisions, ect. Some notable ones below.
   -Resolute got big guns, big armor, big slow.
   -Accordant got wings clipped
   -Rebellion got slightly nerfed ship system
   -Perserverance got huge buff in nearly every department, costs more DP.
   -Major Jager rework, new missile buffing ship system

   -Fleet and ZOLTAN shields now give ships immunity to most damage
      -A green glow appears when a ship is "protected"

   -Federation station got more modules overall, variant work done.

   -Hopefully frigates seem better while everything else is moving sideways at most.
   

========HULLMODS=========
   
   -Federation Design got a tooltip fancy overhaul
      -Provides modest 100 range bonus to energy weapons
      -Provides Cruise Engines to all ships
   -Heavy Burst Capacitors/Integrated Burst Capacitors
      -No longer provides range
      -Chunky 30% more damage, -30% firerate.

========GENERAL==========
   
   -Huge description update in progress
      -Many thanks to friendly USC folks like CABLES and Wisp for editing help!
   -Scaria has a custom sprite, is terran eccentric
   -New weapon sounds sourced and modified from Muse, as per terms of use.
   -I probably forgor (skull emoji)
[close]
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: ModdedLaharl on September 15, 2020, 08:44:18 AM
yes yes yeS YES YES YES YES YES

I played FTL for years and years before discovering Starsector. I am immensely excited to see this.

Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: MajorTheRed on September 15, 2020, 08:54:10 AM
That's a really impressive homage to FTL! You put a lot of effort on bringing in the special features of the game in Starsector!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Mondaymonkey on September 15, 2020, 08:58:08 AM
Pirate versions! We need pirate versions of those!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Tartiflette on September 15, 2020, 10:17:29 AM
Congratulation!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: SCC on September 15, 2020, 11:17:43 AM
Alex doesn't tweet releases of any old regular mods. It's nice to see you publish something at last.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: FasterThanSleepyfish on September 15, 2020, 01:03:10 PM
Alex doesn't tweet releases of any old regular mods. It's nice to see you publish something at last.
Oh no, the state of things! Scrambles for broom and dustpan!

Congratulation!
That's a really impressive homage to FTL! You put a lot of effort on bringing in the special features of the game in Starsector!
Ah, thanks! Just don't tell anyone I only play FTL on easy...

Pirate versions! We need pirate versions of those!
Y'arrr, parrr-haps. Purple paintjobs and ammofeeders unite?

yes yes yeS YES YES YES YES YES

I played FTL for years and years before discovering Starsector. I am immensely excited to see this.

Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
I was thinking about snatching a little shuttlecraft from a different mod to fill out the frigate roster. But those CE designs do seem somewhat interesting! We'll see!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Harmful Mechanic on September 15, 2020, 01:29:12 PM
Really glad to see this finally leave the nest. Looks great; I love the way you translated FTL's designs and mechanics into Starsector.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: mora on September 15, 2020, 03:37:51 PM
Few things I noticed:
The stations this mod adds have absurdly large icons on the minimap for some reason. Not like its a problem or anything but just thought it was weird.
The Flak 1, or Light Scrapshot is classified as a medium weapon instead of small which is weird since its name, id and firing sound id "fed_flaksmall_fire" implies that this weapon is meant to be a small weapon.
The Pike Beam's description says Glaive Beam instead of Pike Beam.
There is already a Buzzard-class frigate in the Kadur Remnant mod. Unless "Buzzard" is the official name for the Federation Bomber it is based on, I think you should change it.
The Defense drone MKIIs sound like flak cannons when they fire. I'm pretty sure they sounded more like pew pew.
And finally the Federation lacks a faction description but you are probably aware of this yes?

Some shield ideas:
How about adding an effect to the Federation hullmod that would make shields unfold nearly instantly to kinda mimic FTL shields? Would it be too powerful? Multiplying shield unfold rate by 9999f(%) or some higher number got the bubble shield style going.
How about making zoltan shields bigger than normal shields? Zoltan shields deplete first in FTL. Some ships don't have 360 degree zoltan shields so maybe only for the flagship?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: FasterThanSleepyfish on September 15, 2020, 05:04:47 PM
Few things I noticed:
The stations this mod adds have absurdly large icons on the minimap for some reason. Not like its a problem or anything but just thought it was weird.
The Flak 1, or Light Scrapshot is classified as a medium weapon instead of small which is weird since its name, id and firing sound id "fed_flaksmall_fire" implies that this weapon is meant to be a small weapon.
The Pike Beam's description says Glaive Beam instead of Pike Beam.
There is already a Buzzard-class frigate in the Kadur Remnant mod. Unless "Buzzard" is the official name for the Federation Bomber it is based on, I think you should change it.
The Defense drone MKIIs sound like flak cannons when they fire. I'm pretty sure they sounded more like pew pew.
And finally the Federation lacks a faction description but you are probably aware of this yes?

Some shield ideas:
How about adding an effect to the Federation hullmod that would make shields unfold nearly instantly to kinda mimic FTL shields? Would it be too powerful? Multiplying shield unfold rate by 9999f(%) or some higher number got the bubble shield style going.
How about making zoltan shields bigger than normal shields? Zoltan shields deplete first in FTL. Some ships don't have 360 degree zoltan shields so maybe only for the flagship?
Ack, file peeker! Well, I'm gonna pull a "early access" mulligan here and say yes, things are rough around the edges.
I am also fixing other things like informative hullmods and filling out missing descriptions. I should get integration with Nexerelin done in the next update as well. Shoddy state aside, I wanted to get this out there because it'd be a better way to get balance feedback, and I have been sitting on it for a rather long time.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: mora on September 15, 2020, 06:18:57 PM
  • I learned that tuning shields to deploy super fast unfortunately causes some graphical glitches.
  • Zoltan Shields are outside in FTL, true, but I think spending 90% of the battle listening to overload sounds and watching your ship sparkle with green arcs is a bit irritating. It also doesn't protect against torpedoes for engine reasons, so you'd get splashed for double the HE damage on your main shields.
:'(

I am also fixing other things like informative hullmods and filling out missing descriptions. I should get integration with Nexerelin done in the next update as well. Shoddy state aside, I wanted to get this out there because it'd be a better way to get balance feedback, and I have been sitting on it for a rather long time.
Glad you decided to release it then, was wondering why nobody made a FTL mod yet...
And speaking of nexerelin, are faction relationships final? Just asking because the luddites may not like the ENGICores...
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Mondaymonkey on September 16, 2020, 08:34:26 AM
Y'arrr, parrr-haps. Purple paintjobs and ammofeeders unite?

Ya! And a space Cthulhu icon, if possible.
Spoiler
(https://cdn.shopify.com/s/files/1/0014/1962/products/FTL_pirate_design1.jpg)
[close]
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Vensalir on September 16, 2020, 09:28:04 AM
Very nice, beautiful looking ships there.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Igncom1 on September 16, 2020, 09:38:26 AM
So if this is for the federations ships, and I guess the rebels as they just use recoloured versions of these ships.

Any chances for the other peoples/factions ships for the independents to use?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: MajorTheRed on September 16, 2020, 10:10:12 AM
So if this is for the federations ships, and I guess the rebels as they just use recoloured versions of these ships.

Any chances for the other peoples/factions ships for the independents to use?

I guess the Slugs ships could be added to the Smugglers/Tri-Tachyon (ships with phase + ECM), while Mantis could be added to the pirates?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: wizardcain on September 16, 2020, 10:40:02 AM
conflict with Idoneus Citadel Exiles
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: wizardcain on September 16, 2020, 10:51:09 AM
conflict with Idoneus Citadel Exiles
when creating a new game
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Aldazar on September 16, 2020, 11:33:09 AM
Conflict how? Luckily you can add them mid save by giving them a system.
Edit: It does cause a crash on new game creation
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Thaago on September 19, 2020, 01:13:25 PM
 @sanya02 While your enthusiasm for the fix is apparent, its really not cool to demand in a spammy manner. Mod authors are volunteers giving us their time and creative effort, so lets be polite to them.

@Sleepyfish Would you like me to clean up the thread?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: FasterThanSleepyfish on September 19, 2020, 01:15:07 PM
That would be much appreciated, thank you!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Thaago on September 19, 2020, 01:16:27 PM
 Done!

In not moderator voice, those sprites look really good!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: FasterThanSleepyfish on September 19, 2020, 01:52:52 PM
Thank you :)

Part of the reason 0.6 is taking longer is yet more sprite touchups!

That, and the ICE bug is extremely confusing - it chokes loading the game because it is trying to do weird things. "com.fs.starfarer.campaign.CampaignPlanet cannot be cast to com.fs.starfarer.api.campaign.CampaignFleetAPI"

I cannot possibly imagine what the Federation does that is unique... Most things are copypastes. Current hunch leads me to believe there are two markets on one planet. On exists on a station, the other on the planet below it. Weird stuff happens like big convoys between them.

Spoiler
(https://i.imgur.com/U1huteR.png) (https://i.imgur.com/vINHiNW.png)
[close]
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: Alex on September 20, 2020, 11:23:56 AM
I've cleaned up this topic again. Let's have no more derails here, the mod looks awesome!

@sanya02: please consider this an official warning and listen to moderators the first time around, and acquaint yourself with the forum rules.
http://fractalsoftworks.com/forum/index.php?topic=2668.0
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: sanya02 on September 20, 2020, 11:30:08 AM
I've cleaned up this topic again. Let's have no more derails here, the mod looks awesome!

@sanya02: please consider this an official warning and listen to moderators the first time around, and acquaint yourself with the forum rules.
http://fractalsoftworks.com/forum/index.php?topic=2668.0

ok!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: FasterThanSleepyfish on September 23, 2020, 11:17:37 PM
Update time! Unfortunately it is not save compatible with 0.5 due to the large amounts of behind-the-scene changes. Looks like the Union stopped being one ugly multitasking mess.

(https://i.imgur.com/k14lyni.png)

I was not able to fix the ICE and Star Federation campaign start crash this update, my apologies!

(https://i.imgur.com/hin9PKN.png) (https://bitbucket.org/Foxer360/starsector/downloads/FED_pre6.zip)

Main post has a new changelog at the bottom, and an updated download!

owo what's this?
Spoiler
(https://i.imgur.com/FWDSXNz.png)
Coming soon™???
[close]


Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6: Polished up!
Post by: BigBeans on September 24, 2020, 02:20:24 PM
Such lovely looking ships, really captures the style of FTL and Starsector at the same time.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: FasterThanSleepyfish on September 25, 2020, 01:33:23 AM
Hey folks!

Thanks to a very helpful discordian, the campaign start bug with ICE has been fixed!
Other small things like sounds and cosmetics were adjusted too. Fly safe out there!

(https://i.imgur.com/FsHtbOs.png?1)

(https://i.imgur.com/hin9PKN.png) (https://bitbucket.org/Foxer360/starsector/downloads/FED_pre6.1.zip)
Click the image to download! 0.6.1 as of 9/25/2020
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: sanya02 on September 25, 2020, 02:38:07 AM
Aaaaaa! Finally! Thanks for the fix. now I will make a lot of money on this mod)))
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: Mr_8000 on September 27, 2020, 05:03:40 PM
Now that the ICE issue has been resolved, I can give some feedback:
First and foremost, ships with divert power/battery power:engines lose their 0 flux boost for the rest of the battle after a single use. This might be intended (doubtful), but there are so many missing tooltips that I cannot definitively say (this is the second issue). Next, I want to comment on the glaive beam. This gun in its current state is a strictly worse tachyon lance in every regard, its DPS and armor cracking potential are unacceptable for a 24 OP weapon (at least in my eyes), and this comes at the cost of 300 range?
One last nitpick, the stations' icons in Octavia VIII change size when zooming in and out on the system map.

Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: FasterThanSleepyfish on September 29, 2020, 09:47:27 PM
Now that the ICE issue has been resolved, I can give some feedback:
First and foremost, ships with divert power/battery power:engines lose their 0 flux boost for the rest of the battle after a single use. This might be intended (doubtful), but there are so many missing tooltips that I cannot definitively say (this is the second issue). Next, I want to comment on the glaive beam. This gun in its current state is a strictly worse tachyon lance in every regard, its DPS and armor cracking potential are unacceptable for a 24 OP weapon (at least in my eyes), and this comes at the cost of 300 range?
One last nitpick, the stations' icons in Octavia VIII change size when zooming in and out on the system map.


I've done some snooping in what free time I have, and can confirm that 0 flux boost goes away after Engine Power abilities... But return when you vent and reset to 0 flux. Huh. That should be fixed in the next update, along with tooltip stuffs that I could have sworn I wrote entries for... Hmm.

As for the Glaive: It arcs much more frequently than the tachyon lance does thanks to 3 instances of beam impact. In testing, it does around ~2000 damage in the middle of a stripped testing target with ~1000 at the source. The TL humorously switches these two values for ~2000 at the source and ~1000 from arcing. Through shields, the TL could put around 900 to 1300 damage. The Glaive easily put 1800 to 1100 through the same shield.

Balance is always up for change, but I acknowledge that it isn't an optimal weapon like the godly Tachyon Lance we're all familiar with. If it is supposed to be the plasma cannon of beams, I supposed I could pump up the damage. I will also slightly up the Halberd beam damage, as I was not feeling very happy with it in recent playtesting.

Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: e on September 30, 2020, 12:58:05 AM
I came to this thread expecting a half baked, sloppily put together set of sprites from the original game, but then i actually look at the ships damn dude, you really went above and beyond for this to set it up properly.

You should consider adding "The Rebels" as a pirate-style faction someday.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: kamykrak on October 03, 2020, 08:19:51 AM
this is amasing !
is there plans to make a crew ability for Commissioned Crews in the future ?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.6.1: Polished Up!
Post by: FasterThanSleepyfish on October 10, 2020, 04:19:28 PM
I came to this thread expecting a half baked, sloppily put together set of sprites from the original game, but then i actually look at the ships damn dude, you really went above and beyond for this to set it up properly.

You should consider adding "The Rebels" as a pirate-style faction someday.

Glad the FTL dream is alive for others!  :)

I wish I could say making paint jobs beyond hue-shifting is easy, but I don't have a proper workflow/setup that allows me to crank out skins easily. I have been experimenting, though!

this is amasing !
is there plans to make a crew ability for Commissioned Crews in the future ?

Heya, thanks!

Yeah, I just forgot to slip in the CSV in this version... oops. It's coming next update, though I am quite busy with IRL things. It makes playtesting and stat modifications a little tough!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.7: Further Iteration
Post by: FasterThanSleepyfish on November 21, 2020, 03:17:26 AM
New version! So much has changed, it's practically a new mod.

Well, that's a lie. But I have been very busy in these two months. Changelog in the main post! I highly suggest starting a new campaign due to all of the serious hull changes.

Meet the new face of the Union with 2/4 of her Omnidrones!
(https://i.imgur.com/JrbRUGd.png)

(https://i.imgur.com/hin9PKN.png)
Click the image to download! 0.7 as of 11/21/2020
 (https://bitbucket.org/Foxer360/starsector/downloads/Fed_0.7.zip)
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: FasterThanSleepyfish on November 22, 2020, 06:24:49 PM
0.7.1 Hotfix! Along with updates to main post graphics!

(https://i.imgur.com/ILtxOWs.png)
A preview of some of the re-polished and adjusted hulls.

(https://i.imgur.com/hin9PKN.png)
Click the image to download! 0.7.1 as of 11/22/2020

 (https://bitbucket.org/Foxer360/starsector/downloads/Fed_0.7.1.zip)
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: IonDragonX on November 23, 2020, 02:29:11 PM
I'm super happy with The Star Federation. I'm trying to get used to my Invader-class destroyer. He's a bit on the suicidal side...
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: FasterThanSleepyfish on November 23, 2020, 10:19:20 PM
I'm super happy with The Star Federation. I'm trying to get used to my Invader-class destroyer. He's a bit on the suicidal side...

Yeah, I've noticed the Antimatter Injector ships are... rather dumb. They use Burn Drive AI, so I'll see about fiddling with the stats. For now, perhaps just use them to chase?
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Morrokain on November 23, 2020, 10:24:58 PM
Just fyi, Burn Drive AI should be improved in the next Starsector update.

(Cool mod!)
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: FasterThanSleepyfish on November 24, 2020, 03:53:59 AM
Just fyi, Burn Drive AI should be improved in the next Starsector update.

(Cool mod!)

Indeed, I am very excited for all of the goodness. Watch that twitter like a hawk! And thank you, hope it brings you much space cruisin'!
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: IonDragonX on November 24, 2020, 05:53:57 AM
I'm super happy with The Star Federation. I'm trying to get used to my Invader-class destroyer. He's a bit on the suicidal side...

Yeah, I've noticed the Antimatter Injector ships are... rather dumb. They use Burn Drive AI, so I'll see about fiddling with the stats. For now, perhaps just use them to chase?
I'm not disappointed with him! He's great at tearing up the frigates that try to flank. Its just hard to handle his second surge where he flies right into a cloud of enemies. I'll take the good with the bad.

Please continue the mod!! I love it!

By the way, did you see the following post? https://fractalsoftworks.com/forum/index.php?topic=5061.msg302877#msg302877
Morrokain wanted to mod some weapons that would fire over friendly units. I think that that effect should be a part of a lot of the defense drone ordnance.

Have you considered any inclusion of the EBEs from FTL? It would be fun accidentally finding the Rockmen homeworld. You get about three moments to prove your trustworthiness before the entire system goes hostile on you.
Title: Bug on Linux
Post by: youXplode on November 27, 2020, 12:53:50 PM
Currently, the Star Federation mod is unplayable on linux. This is due to the important casing on linux - the "FED" directory is not the "fed" directory. There are two places in which this is an issue - the sounds and the graphics directory. I managed to solve this issue by making a copy of the FED directories in both that have the name "fed", but this is inefficient and doubles the amount of data. I would appreciate it if you change all references to sounds to use the lowercase or uppercase "fed" instead of using both, and renaming the directories appropriately.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Lorant on November 28, 2020, 01:43:55 AM
The mod looks beautiful - congrats!! Just curious what the rebel union-class ship is based on. anyone know? tried to google that phrase, but didn't see anything.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Igncom1 on November 28, 2020, 03:43:42 AM
It looks like the osprey, only larger and stuffed with hangers.
Title: Re: Bug on Linux
Post by: FasterThanSleepyfish on November 28, 2020, 10:44:46 AM
I'm not disappointed with him! He's great at tearing up the frigates that try to flank. Its just hard to handle his second surge where he flies right into a cloud of enemies. I'll take the good with the bad.

Please continue the mod!! I love it!

By the way, did you see the following post? https://fractalsoftworks.com/forum/index.php?topic=5061.msg302877#msg302877
Morrokain wanted to mod some weapons that would fire over friendly units. I think that that effect should be a part of a lot of the defense drone ordnance.

Have you considered any inclusion of the EBEs from FTL? It would be fun accidentally finding the Rockmen homeworld. You get about three moments to prove your trustworthiness before the entire system goes hostile on you.

Hah, good to hear, and thanks! I assure you I will continue to work on the mod, because I am never happy with the sprites and balance! Drones can already fire over ships in the default game, and you can see two of them circling the Accordant.

As for future content, I am keenly aware of the interest other races and pirates present. They're on my list, but I won't lie, I hope to make them more special than just extra ships that will bloat the game. That entails quite a bit of coding and sprite work, so we'll see!


Currently, the Star Federation mod is unplayable on linux. This is due to the important casing on linux - the "FED" directory is not the "fed" directory. There are two places in which this is an issue - the sounds and the graphics directory. I managed to solve this issue by making a copy of the FED directories in both that have the name "fed", but this is inefficient and doubles the amount of data. I would appreciate it if you change all references to sounds to use the lowercase or uppercase "fed" instead of using both, and renaming the directories appropriately.

Ack. Linux strikes again! Noted, will push out a fix sooner rather than later.


The mod looks beautiful - congrats!! Just curious what the rebel union-class ship is based on. anyone know? tried to google that phrase, but didn't see anything.

Thanks!  :)


It looks like the osprey, only larger and stuffed with hangers.

I'm afraid the Union is an original design, same as the Accordant battlecrusier. I've. been forever interested in the ships that would show up in the background of Federation fleets! Remember these guys?
(https://i.imgur.com/g1Of7pL.jpeg)




Title: Rockman World
Post by: IonDragonX on November 28, 2020, 11:26:33 AM
Hah, good to hear, and thanks! I assure you I will continue to work on the mod, because I am never happy with the sprites and balance! Drones can already fire over ships in the default game, and you can see two of them circling the Accordant.

Yes, of course. Because they are fighter wings, they already do that. My mistake. I hope there won't be future conflicts with the fighter wings being built-in but without any actual fighter bays.

As for future content, I am keenly aware of the interest other races and pirates present. They're on my list, but I won't lie, I hope to make them more special than just extra ships that will bloat the game. That entails quite a bit of coding and sprite work, so we'll see!

If you look at the Tahlan Shipworks mod here : http://fractalsoftworks.com/forum/index.php?topic=14935.0
You will see that Nia Tahl has hidden a planet with a faction somewhere in the sector. I hadn't even realized the faction existed until I accidentally made a visit. That's pretty cool and I think that the Rockmen should get similar treatment. Maybe a special warning beacon would be labelled "No Trespassing. Intruders WILL BE SHOT!"
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Cyber Von Cyberus on December 03, 2020, 05:51:50 PM
Hello, I love the mod, unfortunately it doesn't seem to have any options to get commissioned with the Federation, nor does it have any starting options with Nex. I'm not sure if this has been fixed yet since I haven't updated the mod.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: FasterThanSleepyfish on December 04, 2020, 03:46:50 AM
Hello, I love the mod, unfortunately it doesn't seem to have any options to get commissioned with the Federation, nor does it have any starting options with Nex. I'm not sure if this has been fixed yet since I haven't updated the mod.

You definitely need to update, and preferably delete the old mod before moving the new one in. It will likely not be save compatible, otherwise starting a new campaign is advisable.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Cyber Von Cyberus on December 04, 2020, 05:59:02 AM
Ah yes, my bad. Thanks for the fix.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: NGTM-1R on December 22, 2020, 07:28:46 AM
This is a wonderful little mod and I look forward to seeing it grow.

I would also like to state that Bytes with officers are adorable little free-range murderblenders, perfect for herding enemy frigate swarms or picking off flanker frigates going after Ospreys and Kestrels, but vastly better balanced than other ships I'd normally suggest for the role. Bytes have the right blend of mobility and firepower, but will actually regret picking fights with two or three frigates that are focused on them or anything much bigger, and I feel a lot less like I'm cheating because of it.

I'm just not entirely sure where the officer sits given the lack of crew on a Byte, and kind of envision them at the back of my flagship bridge commanding their Byte from a TriPad.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Coward on December 22, 2020, 01:56:21 PM
I would also like to state that Bytes with officers are adorable little free-range murderblenders, perfect for herding enemy frigate swarms or picking off flanker frigates going after Ospreys and Kestrels, but vastly better balanced than other ships I'd normally suggest for the role. Bytes have the right blend of mobility and firepower, but will actually regret picking fights with two or three frigates that are focused on them or anything much bigger, and I feel a lot less like I'm cheating because of it.

I'm just not entirely sure where the officer sits given the lack of crew on a Byte, and kind of envision them at the back of my flagship bridge commanding their Byte from a TriPad.

Really? I've always had trouble getting Bytes to stay alive, even with an officer I always find them overextending and then getting wasted after flaming out in front of a Shrike or Enforcer.

Personally, I've never considered ship captains to be part of the crew requirement, since destroyed ships always recover the captain anyway. I'd guess the Byte has only a captain's seat and they pilot it like an oversized fighter. A remote-controlled frigate sounds awfully close to heresy...
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: IonDragonX on December 28, 2020, 07:32:15 PM
@Sleepyfish
There's a SWP called Missing ships that also has a Pelican but its a carrier version of Conquerer.
I just thought you should be aware of the name conflict.
Title: Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
Post by: KazaaakplethKilik on January 05, 2021, 12:28:24 PM

yes yes yeS YES YES YES YES YES

I played FTL for years and years before discovering Starsector. I am immensely excited to see this.

Admittedly, I played FTL Captain's Edition for so long that I no longer remember what's Vanilla FTL and what's not. So, question then; will you be doing any of the stuff from CE?
I was thinking about snatching a little shuttlecraft from a different mod to fill out the frigate roster. But those CE designs do seem somewhat interesting! We'll see!
Ah yes, my time has come. There have been many-a rants on why CE isn't actually that great, and here is one of them. point 2 being a key point for this topic. https://docs.google.com/document/d/17Nt8U3sPU-FfazD7GYM2L2IBMtfYrO9ZfR_zwZLKNvQ/edit
I don't remember everything, as CE conversations few and far between, but little effort was put into crediting those that wanted their art in the overhaul. Most things that were given credit are at the bottom of the CE forum page an never mentioned again, which is better than nothing, but the key words being "that were given credit". And some of the ships being "borrowed" with their alt-colors just being poorly recolored
All my homies don't like CE
Multiverse is where it's at
Title: Re: [0.9.1a] The Star Federation (Based on FTL) v0.7.1: Further Iteration (11/22/20)
Post by: Retry on January 16, 2021, 09:05:20 PM
Just before I start my TIM run, I'd like to write down a few random thoughts I had on this mod after playing for about a week.

Weapons

The Fed PD guns (Chisel and, uh, the other one) are very flux inefficient for frag PD guns on top of unimpressive damage output, and operating them is very expensive and possibly more dangerous to the ship it's trying to defend than the missiles due to that.  I'd strongly recommend setting their flux efficiency to ~0.2 to start and iterating from there.

Letos are kind of a funny missile, quite fast for such a cheap thing but also amazingly inaccurate, making huge sinusoidal weaves that usually misses the target.  That's not too bad, but that combines with the fact that its sustained damage is very poor, even before considering it's frag damage type, and because it's charge-based it doesn't synergize well with either FMR or Missile Forge.  At only 3 OP, at least I don't feel too bad about mounting it.  Still, a heftier missile (for instance, 750 frag- a Frag Harpoon), and perhaps reworking the charge system to synergize with FMR would go a long way to make Letos feel more useful than window dressing without making it high-end.

The medium-size Swarm missile suffers from the "Thumper Effect", in that low-damage frag weapons tend to have their damage absolutely mauled by the residual armor mechanic, dramatically reducing their effective damage even in their home environment (bare hull) compared to other damage types like energy and especially HE.  It's a pretty unfortunate scenario, and it hits the Swarm really hard.  There's not a ton that can be done for a missile like that, as-is it's probably not worth more than 7 OP, if that.

The Scrapshot guns are quite nice weapons with a fairly unique place in the modiverse.  The Light 9OP one I feel is a bit crowded out by both the longer-range 15OP Heavy, and vanilla weaponry around that OP range (800 range HACs and whatnot), but it's by no means unusable.  The Large-size Scrapshot is a bit spooky at 1100 range and good flux efficiency, but perhaps it's evened out by its inability to cause real armor damage.  Unfortunately, I haven't had to chance to try it out.

I quite like the large energy projectile weapon the mod, seems to be around the right place for a gun of its type and range.  Only thing I might recommend looking at is (slightly) enhancing sustained damage and (slightly) reducing flux inefficiency to make it slightly less "extreme" in terms of range-to-efficiency and minimum sustained DPS, if that makes sense.

Overall, I'm quite impressed with the weapon artwork.  There's a few FTL weapons I recognize, and others that appear to be entirely new for Star Sector.  The Fed seems to make heavy use of weapon charge mechanics, and generally benefit a lot from Expanded Magazines as a result.

Capital Ships

Unfortunately, I was unable to sufficiently test Cruisers and smaller, so I'll only be able to make comments on the Capital ships.

The Rebellion-class, clearly based on the iconic Rebel Flagship.  As it turns out, a powerful Battleship in Star Sector as well, if only in one direction.  Making the limited-traverse turrets Synergies instead of the frontal hardpoints is an interesting design decision, as is the rear-facing Paladin.  Ship system feels like a more clumsy version of Maneuvering Jets, though that might be better for balance, I don't know.  Overall, a pretty fun ship.

The Union-class Battlecarrier turned out to be a really fun ship to outfit and fight with, despite limited modularity in its carrier slots.  It's my favorite among the 3 Fed caps name-wise and aesthetically, and carries a competent weapon loadout for its weight class.  The built-in Pilums seems like an unusual choice, though.

The Accordant-class Battlecruiser is kind of unusual aesthetically.  Armament is similar to the Union-class, but replaces the 4 fighter bays with another Large Missile.  I'd almost describe it as a foward-facing Conquest, though it does have energy broadsides that... don't seem to contribute much?  It's also more expensive than the Union-class in terms of DP, IIRC.  I feel this cap needs the most work put into it, out of the three

I'd strongly recommend increasing the burn speed of both the Accordant-class and Union-class to 8, to match fast caps like the Conquest and Odyssey (in addition to other mod Caps).

Unsolicited Suggestions

In the unlikely chance you're open to random ideas of things that could be implemented from FTL, here's a few ideas I've had:

Boarding Drone "missiles": A utility weapon mounted in missile slots (probably small, *maybe* medium), small amount of Frag damage, with additional enduring effects if the "missile" is lucky enough to impact the armor/hull, for a long (but probably not infinite) period of time, say a minute or so.  Effects could include periodic EMP bursts generating on the ship (EMP drones), increased weapon repair times due to boarding action, random malfunctions similar to that experienced at low CR, or a combination of these effects.

Hacking Drone System: Built-in system, similar to the Boarding Drone missile but activated by systems (and as such, non-modular).  Similar effects if the system hits the target ship's exposed hull: big EMP bursts when activated, random malfunctions, or both.  Probably needs a limited number of uses until you need to send the drone again to prevent you from endlessly sabotaging the same ship.

Boarding Teleporter: Built-in system.  Sends a boarding party to sabotage a target ship within range, causing effects over time similar to the Boarding Drone but without having to land a hit on the hull.  Likely the easiest to implement out of the three.

Drone Control Hullmod + LPC-ifying drones: As a nod to FTL's federation's usage of drones, a Drone Control built-in hullmod would provide additional enhancement to 0-crew fighters (aka Drones), such as OP cost reductions or other bonuses, without stopping Carriers from using manned craft if they so choose.  The built-in drones on current ships are neat, but (IMO) I kind of like the flexibility of modular equipment, so I'd greatly appreciate if the Federation received a drone LPC or 2 for installation on these or non-Fed ships.

Secondary Shield faction hullmod: A hullmod for cruiser-grade and capital-grade Federation ships.  Adds a secondary shield if there are none, or enhances an existing secondary shield (arc coverage, absorptive capacity & dissipation, etc).  Understandably wouldn't be the easiest thing to implement, if it's possible.  Might be possible using a system similar to how Interstellar Imperium does their specialty package, switching out a base ship to a similar skin with different charracterristics?
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: FasterThanSleepyfish on January 26, 2021, 08:19:59 PM
Thanks for all of the feedback! This update is pretty much on Retry's behalf. Presenting...

(https://i.imgur.com/DD7L3CY.png)

Probably save compatible, but your loadouts on the reworked ships will be broken. The rarity of guns was changed, so it's probably best to start a new campaign anyway.

(https://i.imgur.com/hin9PKN.png)
Click the image to download! 0.7.2a as of 1/26/2021 (https://github.com/Foxer360/Star_Federation/releases/download/FEDRelease/Star.Federation.0.7.2a.zip)
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: Senya_in_Space on January 27, 2021, 02:40:39 PM
I love the look and mechanics of the mod. One problem, though. For some reason it won't work on Linux. When I boot up the game with the mod installed and enabled, it says that it can't load anything from the mod directory. Here's the error it gives me:


[attachment deleted by admin]
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: Nick XR on January 27, 2021, 03:58:53 PM
I love the look and mechanics of the mod. One problem, though. For some reason it won't work on Linux. When I boot up the game with the mod installed and enabled, it says that it can't load anything from the mod directory. Here's the error it gives me:

With one of my mods I had an issue where I was using the built in PowerShell command to compress which doesn't actually do it right, but it only shows up as broken on Linux.  FWIW I used the 7zip powershell plugin and it works fine now.
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: fu12 on January 28, 2021, 09:52:20 AM
Pretty sure its not exactly priority, but I tried to cheatyface an accordant with "fed_flagship_assault" and just got a Union instead.
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: FlyingFlip on January 31, 2021, 11:46:10 AM
Hi there, relatively new to Starsector but your work has been quite amazing - I've always loved FTL and seeing it here is somewhat fitting. It's inspired me to give it a shot myself, more for myself to get practise in painting but also perhaps contribute to something.

(https://i.imgur.com/OsInDfz.png)
The Mantis Cruiser

Those are just some hardpoint ideas too. I realise the smaller details don't pop out as much as they should do so I'll probably revise it and try other mantis/engi ship too.

I know you're focusing on Federation at the moment and that definitely makes sense. I'll probably try creating more ships from FTL but I won't be using them in a mod myself. I'm not much of a programmer nor artist and even though I've my own personal faction project on the backburner whilst I learn, if you need help testing or painting I'd love to contribute :)

I'll probably do some proper testing later but on that note, I did notice the Nesasio hardpoint angles aren't entirely symmetrical:

(https://i.imgur.com/yW1Sgcb.png)
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: IonDragonX on January 31, 2021, 02:08:28 PM
Those are just some hardpoint ideas too. I realise the smaller details don't pop out as much as they should do so I'll probably revise it and try other mantis/engi ship too.
I like it! However, the hardpoints on the back half look like they should be angled out a bit. Right now, it looks like it would clip the 'fins'.
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: FasterThanSleepyfish on January 31, 2021, 06:14:45 PM
Hi there, relatively new to Starsector but your work has been quite amazing - I've always loved FTL and seeing it here is somewhat fitting. It's inspired me to give it a shot myself, more for myself to get practise in painting but also perhaps contribute to something.

(https://i.imgur.com/OsInDfz.png)
The Mantis Cruiser

Those are just some hardpoint ideas too. I realise the smaller details don't pop out as much as they should do so I'll probably revise it and try other mantis/engi ship too.

I know you're focusing on Federation at the moment and that definitely makes sense. I'll probably try creating more ships from FTL but I won't be using them in a mod myself. I'm not much of a programmer nor artist and even though I've my own personal faction project on the backburner whilst I learn, if you need help testing or painting I'd love to contribute :)

I'll probably do some proper testing later but on that note, I did notice the Nesasio hardpoint angles aren't entirely symmetrical:

(https://i.imgur.com/yW1Sgcb.png)

Wow, that's really good work! Just a few issues with the lighting, but hey if that isn't an eternal struggle. I would gladly accept your help in making these sprites - you seem to have a great eye for them. Check your PMs :)
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: WooksterRu on February 02, 2021, 12:16:51 PM
the mod is absolutely beautiful, but completely busted in Nex, the invasion fleets are busted OP with the amount of Hard Flux they can sustain coupled with their infinite swarms of fighters, they just steam roll the entire sector :(

Edit: I realized that most of the factions they have been steam rolling are using nothing but anti-armor mounts severely handicapping themselves sorry If for the over exaggeration. But your mod is awesome though xD
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: LeStinke on February 11, 2021, 05:20:28 PM
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?
Spoiler
124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
   at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
   at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: FasterThanSleepyfish on February 11, 2021, 05:52:48 PM
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?
Spoiler
124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
   at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
   at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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]

I believe you need to update your Graphicslib.
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: LeStinke on February 12, 2021, 09:44:49 AM
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?
Spoiler
124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
   at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
   at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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]

I believe you need to update your Graphicslib.

Thank you very much, that was indeed the issue, thankfully I got to keep my save this time. Amazing mod all in all, I absolutely love the ships, you've really done a great job adapting them into Starsector, ships both look and feel great, I will admit that at first I was going to use the Federation as target practice but they won me over the moment I saw their fleets in action absolutely tearing up the Askonia system, I had to get a piece of it and I don't think I'm going back to my usual low tech / midline shenanigans any time soon, good stuff.
Title: Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: HELMUT on February 26, 2021, 11:53:33 AM
I have been writing some feedback in the Seeker thread after my campaign. Since i also used some Federation ships, it's natural that i write about those as well. I haven't tried as many ships as in my other post, however i do have quite a bit to say about those i used.


During this campaign, i had a few Centa carriers to back me up. They did their jobs very well, for a good reason, they are clearly too strong right now. Cheap, tiny skeleton crew, large cargo and fuel capacity. Logistic wise, the Centa is noticeably superior to its vanilla competitors. Combat wise, it got two flight decks plus a third one with a built-in pulse laser drone. Also good flux stats, top of the line shield efficiency and a very comfortable amount of OPs to fit expensive fighters, plus the required hullmods. Add on top of that some cruiser-level peak-performance time and very decent speed, the Centa is overpowered.

It's also quite heavily armed. While a Centa doesn't want to brawl, it's three missiles hardpoints allows it to support the rest of the fleet at a safe distance. The front energy turret makes for a good range-finder, while the two side ones tends to be fitted with point defense. There's only the rear turret with a strangely narrow arc that i can't really make good use of, so i always leave it empty.

While we're still talking about armament, i used the Leto SRM for my Centas. The Leto is a dirt cheap, ammoless weapon launching two missiles dealing 700 frag and EMP each. Slightly higher reload time than the Salamander (30 seconds vs 25), which isn't a problem given the Leto's Fast missile racks system. The tracking isn't that great, but again, the Centa have enough OPs for ECCM package to compensate this issue. This is not a weapon designed to take on large opponents, not enough damage to crack open shields and armor. Frigates and destroyer however, have much to fear from those. Hell, even bigger ships aren't completely immune due to the noticeable EMP effect.

The built-in Omnidrone is also pretty nasty. It's overall stats are fairly good without being outrageous, but it does have a very low base replacement time, as much as a Broadsword. A single drone with a pulse laser almost feels irrelevant in the late game. But early on, it's a terrifying fighter to face against. 300 DPS (not quite because of its limited flux) is no joke for a frigate or even a destroyer.

I expect the nerf bat to fall hard on this one. It's too good in every possible aspects. One suggestion : change the rear energy turret into a synergy, and one or two missiles into energy. That would somewhat nerf its overall missile spam capacity, as well as giving purpose to that weird rear turret. Although it would need more than that to fall in line with its vanilla counterparts.


Later on, i used a Kestral as my flagship. Comparatively, it seems fairly close to the Eagle both in stats and combat role. However, the Kestral is cheaper, faster, tougher, more endurant, and arguably better armed thanks to its built-in wing of two omnidrones. It's not completely better though, its shield arc is narrow, and can shrink further with hard flux. Its flux stats are also a bit weaker, and it requires a lot more CR to deploy. Regardless, i still think the Kestral is overtuned.

For some reason, it also got a built-in advanced turret gyro. Does it really needs it? It got more than enough OPs to afford it the normal way.

For my flagship, i went for a safety override build, with great results. With SO, Unstable injector and using the Divert Weapon Power system, the Kestral can do short dash around the map at ludcrious speed (faster than a Hound !). On top of that, the increased shield durability gained from using the system makes this ship extremely hard to pin down. The narrow shield emitter is one important thing to keep in mind when dealing with EMP though. As getting your engines flamed out in the middle of a brawl can get ugly really fast.


The last fed ship i got was the Nesasio phase cruiser. And oh boy. It was the flashiest and most efficient thing in my fleet. Its Starship legends rating after battle was always above 200%, and it would tear apart the majority of the enemy's fleet by itself. I remember during one battle, it was cornered against the side of the map by two VIC cruisers and three destroyers. Those got trounced, hard. No, i was not piloting it when it did so, the AI was. It is by far the most capable AI phase ship i used in Starsector. By the end of the campaign, i had assembled a squad of 4 Nesasios, and the game was pretty much done at this point. With a loadout of high-burst damage, it could drill through the heaviest armor and shielding in two or three volleys.

I had the feeling the Nesasio was a bit too strong. After looking more closely at the stats, it's for a good reason. The Nesasio is probably the fastest cruiser in the game, even more so with the Antimatter Injector that can be charged before cloaking. There's not much that cannot be flanked by a Nesasio, or chase it when it's disengaging. Mobility wise, it's on a whole new level compared to normal phase ships.

Not just its speed. It's also blessed with gigantic flux capacity, 17.000, as much as an Onslaught ! No wonder my Nesasios could wreck things so quickly, they had the capacity to sustain fire with even the most flux expensive weapons. Of course, a massive amount of ordnance points to mount these guns, max out flux capacity and vent, as well as an entire array of hullmods does help.

And it's a relatively cheap cruiser as well at 24 DPs only, a tiny bit less than a Dominator, yet vastly more deadly. Burn 9 too, because why not. The Nesasio is really in need of a severe nerf in my opinion. Another thing i noted : the description makes mention of a quicker cycling phase cloak. From my testing however, the cloak cooldown seems slower than vanilla ships. Around 4 seconds cooldown for the Nesasio, and 3 for standard phase ships. Is that a bug? Or am i interpreting "quick cycling cloak" wrong?



That's all for now. From what i experienced, Star Federation ships have a tendency to be overtuned, or at least those three. Despite this, i quite enjoyed having the faction in my game, and i think i'll keep the mod on for futures campaigns. I'm also eager to see what you have in store for us with the next update.
Title: Re: [0.95a] The Star Federation v0.7.2a (Inspired by FTL)
Post by: FasterThanSleepyfish on March 28, 2021, 03:24:09 PM
(https://i.imgur.com/hrBYFEG.png)

Hey folks, just a quick compatibility release for those of you looking to get your FTL vibes on.

Changelog:
Spoiler
Quick indev patch for Starsector update 0.95a
Planets have fixed interaction and market texts. No more going to the marketfloor before your fleet is granted docking clearance.
Added a tiny new indie fuel refinery to the orbit of Cessitoc
Adjusted most industries in the main system:
   -Most importantly, Scaria's orbital Works now starts with a degraded nanoforge
Balance adjustments lost to time and space:
   -Centa carriers were hit with a supply nerfbat.
   -Shields of various ships were adjusted; hopefully easier to break and kill.
   -Probably more?
New ship: Resolute-class battleship. Basically a bad survey-friendly onslaught. 
Removed Graphicslib and Magiclib dependencies, for now. :(
[close]

(https://i.imgur.com/hin9PKN.png)
Click the image to download! 0.7.3 as of 3/28/2021
 (https://github.com/Foxer360/Star_Federation/releases/download/0.7.3/Star.Federation.0.7.3a.zip)
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Rick273 on April 02, 2021, 01:58:11 PM
Hi

the download link takes you to v0.7.2a ... not v0.7.3

7,2a is not compatible  with 0.95a ...

is there a link to the newer version somewhere please?

Rick
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: giganticats on April 02, 2021, 02:12:45 PM
Hi

the download link takes you to v0.7.2a ... not v0.7.3

7,2a is not compatible  with 0.95a ...

is there a link to the newer version somewhere please?

Rick

check the msg above your comment
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Rick273 on April 02, 2021, 02:24:16 PM
cheers
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Rick273 on April 02, 2021, 02:27:13 PM
Damn it still wont work with the latest version ...

it says its compatible with 0.95a-RC10

and the latest version is 0.95a-RC11

Sigh
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 02, 2021, 03:00:49 PM
Damn it still wont work with the latest version ...

it says its compatible with 0.95a-RC10

and the latest version is 0.95a-RC11

Sigh

Updated in the main post, my bad. Also it will work between RC releases, as most of those are bug fixes for vanilla. Happy FTLing!
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: That_Dude on April 02, 2021, 03:08:24 PM
Paths in Linux are case sensitive.

https://i.imgur.com/Z2OsOGE.png

I changed the name, but then it was wanting all uppercase again for some other file.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Inhilicon on April 02, 2021, 05:56:26 PM
I always thought the Invader (and its FTL counterpart, was it "Elite Fighter" and a pirate fighter?) was such a slick, beautiful ship. Now I can enjoy it in Starsector! I just hope it's at least somewhat formidable. ;D

Thanks for the mod!
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 02, 2021, 06:04:29 PM
Paths in Linux are case sensitive.

https://i.imgur.com/Z2OsOGE.png

I changed the name, but then it was wanting all uppercase again for some other file.

Bloody linux. That little caveat with case sensitive file names is such an issue. Will see about fixing it, if I can.

I always thought the Invader (and its FTL counterpart, was it "Elite Fighter" and a pirate fighter?) was such a slick, beautiful ship. Now I can enjoy it in Starsector! I just hope it's at least somewhat formidable. ;D

Thanks for the mod!

You're welcome! Think of it as a Shrike but faster, and a bit more sustainable on the dakka side of things. Flux is important to have too.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Rick273 on April 03, 2021, 12:49:33 AM
Hi

I got it working ... very cool to see the FTL ships in the game.

Are you planning to add the other races from FTl  ... Slug, Engi, Rock, Mantis, Crystal?
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Fenrir on April 05, 2021, 05:51:09 AM
Hi!

Thank you so much for bringing FTL to SS! I've been playing both years and am so appreciated to see them merge together!

Though I haven't started a game with the mod yet, found the mod just now, there is a thing about the mod caught my attention
Quote
Generally fewer mounts
Is it just me or, I mean no offense, YOU CALL THAT FEWER?
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: DistressBeacon on April 05, 2021, 02:44:03 PM
Just wanted to say this is an amazing mod for FTL lovers and you've done a really great job at translating FTL  mechanics and aesthetics to the sector.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 05, 2021, 05:56:18 PM
I got it working ... very cool to see the FTL ships in the game.

Are you planning to add the other races from FTl  ... Slug, Engi, Rock, Mantis, Crystal?


Well, in time! I'm currently conspiring with someone to create the Mantis, though they may just be another mod altogether at this point.

Thank you so much for bringing FTL to SS! I've been playing both years and am so appreciated to see them merge together!

Though I haven't started a game with the mod yet, found the mod just now, there is a thing about the mod caught my attention
Quote
Generally fewer mounts
Is it just me or, I mean no offense, YOU CALL THAT FEWER?[/size]

Hope you have fun! Also, I've been busy making the ships more well-armed for the sake of balance. I should change that disclaimer soon!  :D

Just wanted to say this is an amazing mod for FTL lovers and you've done a really great job at translating FTL  mechanics and aesthetics to the sector.

Thank you kindly. I figured if I wanted it bad enough, then so should everyone else!  ;)
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: agigabyte on April 06, 2021, 09:17:39 PM
The Stellaris launcher is saying this mod is for 0.9.1a, and won't let me select it. I even re-downloaded the mod, and checked the mod_info.json file to make sure it said it was for 0.95a (it did). Do you know of anything that could be causing this issue?
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 06, 2021, 09:24:15 PM
The Stellaris launcher is saying this mod is for 0.9.1a, and won't let me select it. I even re-downloaded the mod, and checked the mod_info.json file to make sure it said it was for 0.95a (it did). Do you know of anything that could be causing this issue?

Delete the whole mod and insert the new version, don't try to overwrite the old one! It is definitely 0.95a compatible. Though I just updated the main post link a few days ago with the 0.95a link.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: Incogneato on April 12, 2021, 07:06:05 AM
The Nesasio is not registering as a phase ship in the build/doctrine filters, also it does not count towards the bonuses from Phase Corps. I absolutely love the ship.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: rumpel on April 12, 2021, 11:39:48 AM
Paths in Linux are case sensitive.

https://i.imgur.com/Z2OsOGE.png

I changed the name, but then it was wanting all uppercase again for some other file.

Bloody linux. That little caveat with case sensitive file names is such an issue. Will see about fixing it, if I can.

Any update on this? :( Seems to be the only mod with that issue, at least judging from initial loading. Would be nice to be able to play with it.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: HalO23 on April 12, 2021, 12:04:31 PM
Hey I tried playing with your mod and Nexerlin. It caused the game to crash every time i turned random sector on to actually get factions to spawn. After turning off a bunch of mods and checking everything I've found that it's definitely this that causes it to crash. Even just running this with Nexerelin and the libs to make it work it crashes with random sector on. Real shame I would have loved to play with this. It's amazing how you changed some ships and made new ones inspired from the FTL ships while keeping the feel of starsector ships.
Title: Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 12, 2021, 12:30:54 PM
Hey I tried playing with your mod and Nexerlin. It caused the game to crash every time i turned random sector on to actually get factions to spawn. After turning off a bunch of mods and checking everything I've found that it's definitely this that causes it to crash. Even just running this with Nexerelin and the libs to make it work it crashes with random sector on. Real shame I would have loved to play with this. It's amazing how you changed some ships and made new ones inspired from the FTL ships while keeping the feel of starsector ships.

Quote from: Rumpel
Any update on this? :( Seems to be the only mod with that issue, at least judging from initial loading. Would be nice to be able to play with it.

Apologies. Yes, I've been working on a bit of a rebalance for some ships! But I've fixed the nex crash, and it should be out soon.

The Nesasio is not registering as a phase ship in the build/doctrine filters, also it does not count towards the bonuses from Phase Corps. I absolutely love the ship.

Whoops, I wonder how that even works? It says phase ship in hull_data.csv! But it's getting a bit of a nerf, so hold on tight!
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: FasterThanSleepyfish on April 13, 2021, 01:56:53 AM
(https://i.imgur.com/uG0mNPL.png)

Wooo, very small update time! Fixed the Nexerelin crash, along with a ton of other big-but-not-new changes. Sorry, but it breaks saves due to the the weapon changes on the hulls.

Changelog:
Spoiler
Major overhauls of several ships and basically everyone else's variants, including:
   -Rebellion: Larges changed to Hybrid and Universal. New hullmod which replaces ATC only gives 50% more range to beams, increases projectile speed by 20%. Increased supply and deployment cost to 60, High Maintenance remains.
   -Accordant: Mount types overhauled a lot. Lost the large missiles, sorry. Minor stat changes all around.
   -Resolute: Hardpoints converted into Hammer Barrages. Stat changes all around, and a small sprite upgrade.
   -Union: Fixed some weapon positions, slightly touched up the frontal hangar on the sprite.
   -Centa: Some energy hardpoints built-in. 14 deployment and supplies/mo now.
   -Brava: Changed medium energy turret in the center to universal, allowing for far more dakka.
   -Proteus: Heavily changed mount types, but also gave it Accelerated Ammo Feeder. 28 supplies to deploy and maintain.
   -Nesasio: Slight stat nerfs all around. Sorry, HELMUT was too good with it.
   -Kestrel: Slight stat nerfs to the shield efficiency.
   -Probably some more I forgot about scrambling to get this out for Nex.
Many weapons received tuning. Sorry, I was not gamer enough to document them in detail.
   -In general, the Scrapshot weapons were nerfed. I felt they were a bit too good at what they did.
   -Overcharger got buffed with a slightly lower firing delay and better flux efficiency.
   -Ultraheavy Pulser received a larger projectile spread.
   -Glaive Beam got slightly more flux efficient.
Octavia system received some cosmetic changes, bumped up Fuel Depot market size.

Oh, and most importantly... fixed the Nexerelin crash! And some pesky Linux case-sensitive file name bugs.

Some other things probably escape me for now.
[close]

(https://i.imgur.com/hin9PKN.png)
Click the image to download! 0.8.0a as of 4/13/2021
 (https://github.com/Foxer360/Star_Federation/releases/download/v0.8.0/Star.Federation.0.8.0a.7z)
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: Senya_in_Space on April 13, 2021, 07:42:13 AM
I finally got the mod to work on Linux. The issue was that some of the sound files had the path of [sounds/FED/sfx/sound_effect.ogg] and others had the path of [sounds/fed/sfx/sound_effect.ogg]. The reason that this was an issue is because the Linux path system is case sensitive. My quickfix was creating a separate folder titled "fed" with an "sfx" subfolder and manually moving all the sound effects with the lowercase path into it by tracking them through the starsector log. However, this seems like an oversight and an easy fix on the dev's end. Hopefully, other Linux users will find this informative.
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: The_White_Falcon on April 13, 2021, 08:46:59 AM
Just a FYI: You seem to have forgotten to change the mod version in modinfo file.  So the version checker is saying that the mod is out of date (even though it isn't).
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: rumpel on April 13, 2021, 12:24:10 PM
I finally got the mod to work on Linux. The issue was that some of the sound files had the path of [sounds/FED/sfx/sound_effect.ogg] and others had the path of [sounds/fed/sfx/sound_effect.ogg]. The reason that this was an issue is because the Linux path system is case sensitive. My quickfix was creating a separate folder titled "fed" with an "sfx" subfolder and manually moving all the sound effects with the lowercase path into it by tracking them through the starsector log. However, this seems like an oversight and an easy fix on the dev's end. Hopefully, other Linux users will find this informative.

Yup, looks like not all cases were fixed with the latest version, unfortunately. But I'll give this a try, thanks for the hint. I just copied the whole folder instead of only the files that causing issues. It works and was a lot faster. :D
 
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: okj on April 14, 2021, 03:55:14 AM
Uhm, version is still listed as 0.8.0 instead of 0.8.0a
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: alo357 on April 17, 2021, 05:02:57 AM
Just to ask, am I blind or something? I can't seem to find a place or way to get the Federation hull/weapon/fighter blueprints beyond having found a single 2 use Rebellion LPC on the opposite end of the sector in a Domain mothership.
Title: The Rebellion class dreadnaught crashes
Post by: TheDerpyPotato on April 18, 2021, 05:04:13 PM
Since my factions military projection capabilities are expanding, my faction is spitting out patrols with larger and larger ships and one of those is the rebellion class dreadnaugh. Unfortunatly when i hover over a fleet with one of those or try to prioritize it to be in fleets i CTD.

I get this in my logs and ive seen this same error posted on a different post with no response.
Im playing with a bunch of other quality mods, nexerilan, and other factions

49559 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.B.new(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.k.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.S.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.render(Unknown Source)
   at com.fs.starfarer.campaign.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderInScreenCoords(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Thanks and hope this helps :)
Title: Re: The Rebellion class dreadnaught crashes
Post by: FasterThanSleepyfish on April 18, 2021, 05:21:27 PM
Since my factions military projection capabilities are expanding, my faction is spitting out patrols with larger and larger ships and one of those is the rebellion class dreadnaugh. Unfortunatly when i hover over a fleet with one of those or try to prioritize it to be in fleets i CTD.

I get this in my logs and ive seen this same error posted on a different post with no response.
Im playing with a bunch of other quality mods, nexerilan, and other factions

49559 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1

Thanks and hope this helps :)

Huh. Well I hope your Starsector is updated to RC-12. Did you update Star Federation from the 0.95 quickfix version 0.7.3ish to 0.8 mid-game? Because I can mouse over console-command spawned Rebellion fleets with no problem.

(https://i.imgur.com/EM1NPvP.png)
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: NephilimNexus on April 19, 2021, 10:44:51 PM
Bug(?): Swarm Battery missile launcher has no blueprint.  You can salvage them, but they cannot be built in player factories.
Title: Re: The Rebellion class dreadnaught crashes
Post by: AliTanwir on April 20, 2021, 01:05:50 AM
Since my factions military projection capabilities are expanding, my faction is spitting out patrols with larger and larger ships and one of those is the rebellion class dreadnaugh. Unfortunatly when i hover over a fleet with one of those or try to prioritize it to be in fleets i CTD.

I get this in my logs and ive seen this same error posted on a different post with no response.
Im playing with a bunch of other quality mods, nexerilan, and other factions

Yep, exactly the same is happening to me, I unselected all the weapons and ships except the ones from FTL. I think it just happens with some ships, im still testing it. But I've read that it is related to custom designs. It also happens in the doctrine tab, where sometimes the pre-generated fleets make the game crash with the same error.

EDIT: I think the issues are the Union and the Resolute, I can spawn them, but I can't produce them or put them in doctrines without a crash
EDIT 2: Ok, there is definitely some issue with some of the Resolute autofits that produce a crash, still testing.
EDIT 3: Fixed, I think, I erased all the autofit designs for the Resolute and it seem it is not crashing anymore. Not any issue with the rebellion tho.
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: Shibdib on April 21, 2021, 06:26:21 PM
This is failing the version checker update check fyi.
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: danielpace13 on April 22, 2021, 08:54:24 PM
This is failing the version checker update check fyi.
Same
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: Flacman3000 on April 23, 2021, 01:48:03 AM
Am I mistaken or does this mod add further global D mods?
Title: Re: [0.95a] The Star Federation v0.8.0a (Inspired by FTL)
Post by: freltzo on April 23, 2021, 08:30:10 PM
The sprite work for the ships and weapons are great! The faction is pretty well put together for use with Nex, all except for one problem... This faction pack is absurdly over powered. I'm most likely going to start a new playthrough and not use this mod due to the fact that the federation steamrolls literally every other faction (as well as other modded factions!). I know expecting balance with mods is a controversial topic (and I don't mind things that change the vanilla balance ) but this faction pack is just too far out there.

Title: Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 23, 2021, 10:31:11 PM
Oh hello,
It's time for another Starfed update. 0.8.1.
(https://i.imgur.com/iOzHd3X.png)(https://i.imgur.com/2zFCAI9.png)
Just some sprite updates and general adjustments, and a lil' Egret-class Logistical lovin'.
$*!%#@& Linux case-sensitive file pathing!

Changelog:
Spoiler
(https://i.imgur.com/0q5KoPL.png)
THE STAR FEDERATION 0.8.1

=========================================Ship changes=========================================
-Resolute
   -Updated sprite.
   -Slightly reduced manuverability.
   -Changed engine sizes.
-Rebellion
   -Updated sprite
   -Slightly reduced manuverability
   -Now has ATC again, Siege Engine built-in hullmod still buffs projectiles and nerfs beams.
-Egret
   -Updated Sprite
   -Recieved Salvage Gantry
   -Recieved Survey Equipment
   -Recieved High Maintenence (Supplies a month is now 14, roughly a heavy combat destroyer)
   -Recieved Civilian-Grade Hull
   -Recieved Converted Hangar
   -Burn reduced from 9 -> 8.
   -Ship System changed to Burn Drive
-Proteus
   -Fixed blurry sprite. Huh.
-Invader
   -Buffed shield efficiency from 0.75 -> 0.6
   -Increased hull and armor to 4000 and 400, respectively.
   -Poor guy is a little anemic after I changed his mediums from Hybrids to Energies.
   -Recieved Insulated Engine Assembly
-Kestrel/Kestral
   -Fookin bri*ish spelling
   -Supplies/mo and Deployment Points raised to 19. Apologies.
-Accordant
   -Base flux capacity reduced from 18,000 -> 17,000
   -Base flux dissapation increased from 900 -> 1000
   -Hopefully that stops it from overfluxing as fast. Could be too spicy.
-Misc
   -I may have molested a few ships stats here and there without documentation. Sowwy.

========================================Weapon changes========================================
-Artillery Beam (Osprey)
   -Cooldown increased, 20 -> 25 seconds.
-Siege Beam (Accordant)
   -Changed to 1000 frag damage per second, 2400 EMP damage per second.
   -Cooldown reduced, 15 -> 12 seconds.
   -Retains shield-piercing-at-high-hard-flux mechanics.
-Glaive Beam
   -Increased beam speed from 6000->7000
   -Meaning it will output the 1550 peak beam damage for more time at longer ranges.
-Carver ADS
   -Tagged to ignore flares.

=========================================Misc changes=========================================
-Rebellion and Mantis blueprints are not found in Star Federation blueprint packages
   -Instead, they are separate rare BPs. Historian can potentially tell ya where to find them.
-Fixed some more Linux pathing issues??? Fugg.
-Gods, there has to be something I forgot.
[close]

 Probably save compatible, but the last patch broke a lot of saves owning to the Resolute's weapon mount changes. It's always safe to start a new game!
(https://i.imgur.com/hin9PKN.png)
           Click the image to download! 0.8.1a as of 4/23/2021 (https://github.com/Foxer360/Star_Federation/releases/download/v0.8.1/Star.Federation.0.8.1.7z)
Title: Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
Post by: meowwolf1226 on April 23, 2021, 10:48:49 PM
Hmm. Looks like the download link is not working. Hope you are uploading or modifying files.

edit : NVM It's working well. Oops!
Title: Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
Post by: Inhilicon on April 24, 2021, 03:40:29 AM
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.
Title: Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
Post by: FasterThanSleepyfish on April 24, 2021, 03:48:18 AM
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.

Yes :-[ Hotfeex tomorrow, along with some other things that were caught. Literally unplayable!
Title: Re: [0.95a] The Star Federation v0.8.1 (Inspired by FTL)
Post by: Inhilicon on April 24, 2021, 03:54:56 AM
Not sure if you already noticed or fixed it, but the Egret's description was referring to itself as Pelican.

Yes :-[ Hotfeex tomorrow, along with some other things that were caught. Literally unplayable!

Yep. I uninstalled my computer in blind rage after finding out. I will have to scream myself to sleep tonight
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: FasterThanSleepyfish on April 24, 2021, 09:39:58 PM
(https://i.imgur.com/2mROXzv.png)

Changelog:
Spoiler
Hotfix 0.8.1a:
-Egret
   -Fixed description.
-Invader
   -Slightly nerfed shield efficiency, 0.6 -> 0.7
-Nesasio
  -Increased speed from 60 -> 70su.

-Fixed REDACTED relationship with the Federation, durr.
-Modified market availability. More Pelicans and Egrets. Atlas removed from imports. (sorry)
[close]

(https://i.imgur.com/hin9PKN.png)
           Click the image to download! 0.8.1a as of 4/24/2021
 (https://github.com/Foxer360/Star_Federation/releases/download/v0.8.1/Star.Federation.0.8.1a.7z)
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: Oni on April 26, 2021, 08:33:59 AM
Hey there, when playing this with Nexerelin (as well as quite a few other faction mods) the Federation tends to get wiped out (usually by the Hegemony or Diable). They also tend not to expand very much (after several games, I don't think I've seen them colonize anything), is that by design?

Might want to give them several systems instead of just one (such as a small cluster of 3 or 4 stars instead of just the one system), also more military forces (it's fine if they're defensive and not aggressive, but they do need to be able to fend off other factions).

Just my two cents, other than that I love the look of the ships.
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: 123nick on April 29, 2021, 02:29:35 PM
Sorry if htis bug is already reported, but, (https://i.vgy.me/PA0YHu.png)

The weapon arcs on the NEssasio are slightly off, for the small universals. One can aim slightly wider than the other
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: CrixM on June 12, 2021, 09:14:45 AM
I don't think several of the Federation's weapons ever appear in their military market. The light overcharger and heavy overcharger, for example.
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: Oni on July 11, 2021, 06:27:29 PM
Hmm... there doesn't seem to be a 'Supership' start option for The Federation in the newest version of Nexerelin.

I decided to make one, by copy/pasting from another mod and changing the ships, but... the ship's official names don't seem to all match their file names.  :-\
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: GorillaxJax on October 09, 2021, 04:39:19 AM
I've found a fix for the bug when you CTD when you click on the domain/blueprints tab. Apparently, it's related to prioritizing and Federation ship that has secondary shields or modules.

Unfortunately, the only way I've found so far is to edit your save (so make a backup before editing).

Find the line that reads:
Code
<priorityShips z="[number here]"
<st>fed_flagship</st>
<st>fed_superkestrel</st>
<st>fed_flagship_assault</st>
or any other fed_xxx ship. All you need to do is remove the fed_xxx ships, save the file, and place it back into your save folder. No more CTDs!

Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: FasterThanSleepyfish on October 09, 2021, 11:24:40 AM
I've found a fix for the bug when you CTD when you click on the domain/blueprints tab. Apparently, it's related to prioritizing and Federation ship that has secondary shields or modules.

Unfortunately, the only way I've found so far is to edit your save (so make a backup before editing).

Find the line that reads:
Code
<priorityShips z="[number here]"
<st>fed_flagship</st>
<st>fed_superkestrel</st>
<st>fed_flagship_assault</st>
or any other fed_xxx ship. All you need to do is remove the fed_xxx ships, save the file, and place it back into your save folder. No more CTDs!

I think adding the "no_autofit" tag to each
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: Unknown-J on November 19, 2021, 04:41:30 PM
I think adding the "no_autofit" tag to each
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
Has this been fixed yet? If not, to fix the issue do I just add no_autofit in the hints column for each ship?
Title: Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
Post by: FasterThanSleepyfish on November 19, 2021, 05:24:35 PM
I think adding the "no_autofit" tag to each
capital Shield Module's "hints" column in ship_data.csv is the true fix. Thank you for your efforts though!
Has this been fixed yet? If not, to fix the issue do I just add no_autofit in the hints column for each ship?

I've had people help out tangentially with several different steps, and in my dev update I added some OP to the shield modules just to be sure. Though despite all of this, it seems to be out of my hands. There is a beta out of the unofficial Starsector Discord with all of the attempted fixes.
Title: Re: [0.95.1a] The Star Federation v0.95.4 (Inspired by FTL)
Post by: FasterThanSleepyfish on December 05, 2021, 11:51:25 AM
(https://i.imgur.com/JDX8gEP.png)

Heeeeey boys and girls, much love from your semi-absent modder! It's time for your 4:00 AM Starfed Update. And this one kills the capital-ship module crash for good! :)

There's a lot this time, I'd say it's basically a whole new mod... but it isn't! It's like someone went into your house to move things around, and now it's unsettling to rediscover where it all is.

Changelog and downloads below!

Changelog:
Spoiler
(https://i.imgur.com/yRUWBxj.png)
THE STAR FEDERATION 0.95
0.95.4
        -Simple already-compatible version number change.
        -Woulda Coulda Shoulda fit in some balance changes.
0.95.3   
   -Nerfed capacity of frigates in general, especially the Byte
   -Updated Kestrel's sprite a little
   -Slight nerf to Kestrel's shield efficiency
   -Fixed an issue with Star Federation not using the Super Buffalo

0.95.2
   -Updated several weapon sprites: some pulsers, scrapshots, PD weapons

   -Fixed typos and added a few second paragraphs to descriptions

   -Kestral speed increased to 65

   -Elephant is no longer Pelican in its description

   -Colubris also increased to 130 speed
   -Reduced Power Surge's active time a lot, but increased charge regen.

   -Bell increased to 130 speed, hull reduced to 2000ish from 3000.

   -Increased DP of Resolute to 55 (was 50)

   -Increased DP of Rebellion to 55 (was 50)
   
   -Adjusted some deployment/supply-mo values that had become different

   -Maybe a few more small changes I forgot.

   
0.95.1 - fixed a nex config issue

=====================================SHIPS=====================================

Accordant
   -Total rework: Fast, energy-focused missile boat. Oddy Sidegrade.
Resolute
   -Ship system changed to drone swarm.
Union
   -Sprite change and rebalance
Rebellion
   -Total rework: Has an engine boost system and energy weapons only.
Perserverance
   -New ship, capital logistics class. Cobmat support ship like Altas MK2

Proteus (New name: Pikeman)
   -Total rework: Gunship cruiser.
Kestrel/Kestral (damn brits)
   -Ship system changed to Damper Field, rebalance.
Osprey
   -Rebalances, added Siege Engine hullmod for better projectile range.
Pelican
   -New ship, heavy cruiser carrier with reserve deployment and guns.
Nesasio
   -Fixed hardpoint arcs, nerfed across the board.
Nisos
   -New secret cruiser hull, with Flak Artillery and ballistics.

Daptrius
   -Rebalance, tanky energy brawler.
Cormorant
   -Rebalance, no more AAF and more built-in missile boosting hullmods.
Brava
   -Rebalance, should be tougher and faster.
Invader
   -Rebalance, now an energy rusher like the Shrike. No medium missile.
Egret
   -Rebalance, should have weaker flux stats.
Super Buffalo
   -New ship, premium Buffalo freighter with mobility and better guns.

Colubris
   -New ship, elite frigate with small guns but big boost system.
Bell
   -Rebalance, ship system changed to active flares, faster.
Brane
   -Rebalance, minor adjustments.
Byte
   -Rebalance, cheaper to deploy but also less durable I hope.

====================================WEAPONS=====================================

Lots of possible changes, I am bad at keeping track.

Flak Artillery
   -New built-in weapon, found on the Nisos. Energy flak,
Ion Flooder
   -New
Glaive, Halberd
   -Custom EMP scripts. More damage at close range, but good range overall.
Pulsers
   -Tweaked ammo and increased regen.
Scrapshots
   -Nerfed damage a lot. Updated visuals and scripts.
Pegasus Missile
   -New medium frag missile. Fires four leto-like missiles.
Pitch/Chisel/Carver PD
   -No more sustain firing, except for the Pitch. Higher burst DPS.


====================================FIGHTERS====================================

Firestream Gunbomber
   -New limited ammo HE-minigun fighter. Slow but tough and very powerful.
Tsunami Multirole
   -New general combat fighter. Fast and adaptable, but limited numbers.
Omnidrone
   -Probably small nerfs overall.


======================================MISC======================================
Descriptions update
Octavia star system update
Fixed module crash bug (FINALLY, thanks Alex)

And probably so many other changes I cannot think of. Thanks for playin'.

Credits to FlyingFlip for the Perserverance, Basalisk, and Resolute!


todo: [[SUPER REDACTED]] appearance in campaign
[close]

   Not save compatible with Star Federation v0.8!
(https://i.imgur.com/hin9PKN.png)
           Click the image to download! 0.95.4 as of 12/11/2021.
 (https://github.com/Foxer360/Star_Federation/releases/download/v0.95/Star.Federation.0.95.4.7z)
Title: Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/7/2021)
Post by: FasterThanSleepyfish on December 11, 2021, 06:06:18 PM
Updated for the new version, though nothing has really changed! Check out above post, or main post for downloads.
Title: Re: [0.95.1a] The Star Federation v0.95.4 (Inspired by FTL)
Post by: tact on December 13, 2021, 05:42:17 PM
come on u got to use drone lib
https://fractalsoftworks.com/forum/index.php?topic=22274.0

i mean drone are other half of weapons of game play


shame we cant teleport and steal ship

that been said i wish for a flamethrower weapon now to burn enemys
Title: Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
Post by: SethMK on December 13, 2021, 11:57:08 PM
Closest I know of that you can get to a flamethrower is the cryoflamer off redacted in vanilla.
I just wish we could toss an AI core onto the ships that in FTL were automated. Even if it took a hullmod so they were controlled by another crewed ship in some way or something.
Title: Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
Post by: Oni on December 14, 2021, 03:57:56 PM
Could someone point me to where the starting attitude towards other groups is? I'm trying to adjust the starting rep with the Hegemony and Diable, but what I'm changing doesn't seem to affect anything.

I thought it was here: Starsector\mods\FED\data\config\exerelinFactionConfig\star_federation

Is there somewhere else I'm missing?  ???
Title: Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
Post by: Szasz on December 17, 2021, 09:17:16 PM
A very good representation of not only the players' arsenal but the whole FTL universe, small rebel ships are so cute. "Hull Smasher Laser" hits like a truck - as expected. Artillery beam definitely made me giggle. And holy *** the Nesasio is strong! I miss boarding drones though. Finally, shielding is a bit disappointing to be honest, interesting mechanic, but all FTL ships had full-bubble shields originally.
Incredible job overall.
edit: wheee the rebel flagship and its built-in overshield is so fun - no way to beat this with a cruiser so forget roleplaying  :P
Title: Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
Post by: Oni on December 18, 2021, 02:59:07 PM
I notice there's a distinct lack of kinetic based faction weapons with only the Scrap Shot really there, everything else is energy and missiles.

Leaving out Flak Guns (https://ftl.fandom.com/wiki/Flak_(Weapon)) since those exist already in the common category and making a SF version would be redundant (or did FTL rename scrapshots to flak guns?), have you considered Crystal weaponry (https://ftl.fandom.com/wiki/Crystal_(Weapon))?

They sound like a good explosive kinetic weapon to me.  8)
... perhaps make them good against shields (they pierce them a bit in FTL) and hull, but bad against armour? How common is a weapon like that? Then again, Scrapshots are already good against shields.
Title: Re: [0.95.1a] The Star Federation v0.95.4 - Inspired by FTL (12/11/2021)
Post by: SethMK on December 22, 2021, 11:36:27 PM
That would be pretty original... Shouldn't be to hard to code since there are already weapons that give a burst of HE damage upon impact... Would be pretty nice if an update with the crystal weapons also includes a crystal ship... Given how they fair in boarding combat a ground support feature might be appropriate for special equipment as that is the closest equivalent on starsector.
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (12/11/2022)
Post by: FasterThanSleepyfish on January 07, 2022, 02:00:47 PM
Greetings, commander! We have a new assignment for you, and one of the upmost priority.

"WARNING: This information is for Star Federation Affiliates with at least tier 25 security access."
(https://i.imgur.com/lXdCP6l.png)
[close]

This one BREAKS SAVES because I'm a dummy who can't balance midline ships. But there are plenty more changes to go along with some exciting new content! See the main post (https://fractalsoftworks.com/forum/index.php?topic=19115.0) or in-mod changelog file for all the details.

(https://i.imgur.com/hin9PKN.png) (https://github.com/Foxer360/Star_Federation/releases/download/v0.96.0/Star.Federation.0.96.0.7z)
Click the image to download! 0.96.0 as of 1/7/2022.
Not save compatible with Star Federation 0.95.4 or any previous versions.
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2021)
Post by: EdisonTrent on January 07, 2022, 02:45:59 PM
Might want to change your date to 1/7/2022.  ;)
But thank you for the fun faction to play with.
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2021)
Post by: FasterThanSleepyfish on January 07, 2022, 03:10:47 PM
Might want to change your date to 1/7/2022.  ;)
But thank you for the fun faction to play with.

Living in the past! Hope you can beat that endgame challenge :)
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (12/11/2022)
Post by: IonDragonX on January 07, 2022, 04:35:30 PM
"WARNING: This information is for Star Federation Affiliates with at least Level 25 access."
Just to confirm: you have to use a mod to raise the level limit?
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2022)
Post by: FasterThanSleepyfish on January 07, 2022, 04:40:35 PM
Oh um, it's level 25 of reputation with the Star Federation. Should probably make that clearer.
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2022)
Post by: FasterThanSleepyfish on January 12, 2022, 04:37:11 PM
(https://i.imgur.com/NSIpmZn.png)

0.96.1 is here, with bugfixes and a neato travel-drive warp system!

Check the main post for changelog + download, or download below!

(https://i.imgur.com/hin9PKN.png) (https://github.com/Foxer360/Star_Federation/releases/download/v0.96.1/Star.Federation.0.96.1.7z)
Click the image to download! 0.96.1 as of 1/12/2022.
Not save compatible with Star Federation 0.95.4 or any previous versions.
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2022)
Post by: SethMK on January 13, 2022, 01:23:55 AM
(https://i.imgur.com/NSIpmZn.png)

0.96.1 is here, with bugfixes and a neato travel-drive warp system!

Check the main post for changelog + download, or download below!

(https://i.imgur.com/hin9PKN.png) (https://github.com/Foxer360/Star_Federation/releases/download/v0.96.1/Star.Federation.0.96.1.7z)
Click the image to download! 0.96.1 as of 1/12/2022.
Not save compatible with Star Federation 0.95.4 or any previous versions.
When I saw this I was thought, okay how long until someone mods this effect with a plaid reskin and call it the 'Spaceballs speed boost'.

Although does this update include the sound effect from when you  jumped between systems  in FTL?
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2022)
Post by: FasterThanSleepyfish on January 13, 2022, 02:00:51 AM

When I saw this I was thought, okay how long until someone mods this effect with a plaid reskin and call it the 'Spaceballs speed boost'.

Although does this update include the sound effect from when you  jumped between systems  in FTL?

A highly modified version of it. https://youtu.be/kotOXNRX9NY
Title: Re: [0.95.1a] The Star Federation v0.96.0 - Inspired by FTL (1/7/2022)
Post by: SethMK on January 13, 2022, 03:16:10 AM

When I saw this I was thought, okay how long until someone mods this effect with a plaid reskin and call it the 'Spaceballs speed boost'.

Although does this update include the sound effect from when you  jumped between systems  in FTL?

A highly modified version of it. https://youtu.be/kotOXNRX9NY

That is awesome.  ;D
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: SpaceDrake on January 13, 2022, 09:02:16 PM
Okay. I try not to be mean to mods, but I just had the most negative experience I've ever had with a mod when fighting a few large Starfed invasion fleet. The balance of this mod needs a lot of work.

The system that makes things fight at ten times normal speed, even though it drains CR quickly, isn't fun. It makes the game look like a shitpost, it overwhelms the poor opposing AI, and it is just the least fun thing to try to fight against because even at 0% CR ships don't just turn off completely, not when they're hasted to that degree.

And even without that, the capitals seem to do way, way too much DPS. I moved in to aid an allied Battlestation, and in the time it took me to reach the station from the bottom of the map the leading element of the attack fleet had already chewed through a major section of the station from full health. The capital ship then rounded on me and, going by my math, did a consistent ~10,000 DPS to more or less instantly flux me out and basically erase me. No counterplay, no time to react. The ship just immediately changes target and boom, dead.

I could accept some of this if it was a special boss fleet, but this was all using the player-facing ships. I shudder to think of what a player with a pulse could do with the systems on display here. I'm frankly disinclined to try it out for myself, because my earlier experience was simply so negative and it seems like it'd be as boring as bricks.

This mod is not good right now, and it's especially not fun as an opponent. I'm sorry if it's harsh, but it's just anti-fun.
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: FasterThanSleepyfish on January 13, 2022, 09:42:03 PM
The system that makes things fight at ten times normal speed, even though it drains CR quickly, isn't fun. It makes the game look like a shitpost, it overwhelms the poor opposing AI, and it is just the least fun thing to try to fight against because even at 0% CR ships don't just turn off completely, not when they're hasted to that degree.

What system? I didn't make any time acceleration systems. None of the ship systems I make drain CR either. Also, if ships don't die at 0 CR, I don't know what to say. Their shields turn off, engines largely fail, and they can't fire more than one volley without something breaking.

And even without that, the capitals seem to do way, way too much DPS. I moved in to aid an allied Battlestation, and in the time it took me to reach the station from the bottom of the map the leading element of the attack fleet had already chewed through a major section of the station from full health. The capital ship then rounded on me and, going by my math, did a consistent ~10,000 DPS to more or less instantly flux me out and basically erase me. No counterplay, no time to react. The ship just immediately changes target and boom, dead.

Star Federation capitals can have a lot of damage, but I've no idea why you think it deals 10,000 base DPS. Officers are a thing, and a good one in a powerful gunner ship can do some work vs unskilled newbie ships.

If you're talking about the Rebellion, it's basically a beefy Paragon that doesn't have Fortress Shield, Advanced Targeting Core, or even two universal mounts. Just two large missiles instead of all large energies. The only concession I will make is admitting I made some pretty min-max variants with Star Fed ships- but why would you balanced ships by their worst variants?

I could accept some of this if it was a special boss fleet, but this was all using the player-facing ships. I shudder to think of what a player with a pulse could do with the systems on display here. I'm frankly disinclined to try it out for myself, because my earlier experience was simply so negative and it seems like it'd be as boring as bricks.

I'm curious, have you ever fought the Hegemony invasion fleets that show up at Scaria before? They're just as deadly, if not more effective, Mostly because the Star Federation's energy weapon habit dilutes their comparative range game.
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: SpaceDrake on January 13, 2022, 10:09:05 PM
What system? I didn't make any time acceleration systems. None of the ship systems I make drain CR either. Also, if ships don't die at 0 CR, I don't know what to say. Their shields turn off, engines largely fail, and they can't fire more than one volley without something breaking.

Then something has broken very badly in a recent update. The incident in question was a Diable vs. Fed fight in 99Es, and a number of ships without phase systems were partially faded out and were behaving at, very literally, 10x speed. I'm sorry I didn't get video of it. Movement (including turning & acceleration), weapon fire rate, everything, all vastly accelerated, consistently, across a large number of vessels. I simply presumed it was some kind of intended system because something like half the fleet had it and they did blast through their CR incredibly quickly and no other faction has demonstrated this behavior. It felt deliberate, even though it seemed impossible that any serious modder would have made a choice like this.

When I say a ship was doing ten thousand DPS, I mean it was mathematically doing that much, based on how quickly sections of a battlestation died and how quickly it filled my flux gauge from zero based on my shield hardness. I'm not a new player and I understand how game systems work. Something went very, very wrong with these fights.
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: FasterThanSleepyfish on January 13, 2022, 10:18:00 PM
Hmm, let me see, this could be a problem with the travel drive's time acceleration. (I should hope not)
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: SethMK on January 14, 2022, 01:49:51 AM
Wait the travel drive uses time acceleration instead of speed acceleration?
That would mean weapons would cool down and recharge faster as well as flux dissipating faster if the drive is used in combat to go from one engagement to the next. That could account for some of the high dps numbers fire initial alpha strike volley at range and then drive jump to close distance and then instantly alpha strike again.
I thought this just gave a huge speed boost and locked orientation during transit or am I misunderstanding what the system actually does. I haven't had a chance to mess with it yet since I'll have to wait for my next playthrough to use the version of this mod with the ability and there are a few things I want do so in my current playthrough first before starting a new one.

At least this problem should be an easy quick fix if it is related to the new travel system. Could change it to work like burn drive just be a lot higher speed boost and not let it have a time acceleration component.
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: FasterThanSleepyfish on January 14, 2022, 02:09:28 AM
Wait the travel drive uses time acceleration instead of speed acceleration?
That would mean weapons would cool down and recharge faster as well as flux dissipating faster if the drive is used in combat to go from one engagement to the next. That could account for some of the high dps numbers fire initial alpha strike volley at range and then drive jump to close distance and then instantly alpha strike again.
I thought this just gave a huge speed boost and locked orientation during transit or am I misunderstanding what the system actually does. I haven't had a chance to mess with it yet since I'll have to wait for my next playthrough to use the version of this mod with the ability and there are a few things I want do so in my current playthrough first before starting a new one.

At least this problem should be an easy quick fix if it is related to the new travel system. Could change it to work like burn drive just be a lot higher speed boost and not let it have a time acceleration component.

I figured out what was happening, so no, it's probably not an issue after I release a fix update. Basically, for whatever reason, SpaceDrake's computer did not let the Star Federation travel drive script go into the "out" logic selector. This part of the script contained the lines of code to undo the massive time acceleration, because it's the only way to achieve warp speeds (600s/u is the max without time acceleration).

All of SpaceDrake's problems were simply these Star Federation ships running at 10x time multiplier. Watched him play it over a stream myself. What I did was add redundant unapply calls to the unapply function. This seems to have fixed the issue.

For now, Travel Drive is unable to engage in any situation other than retreating or entering battle. This fix really just makes sure all of the time dilation is really removed when system disengages, but eventually I want Starfed ships to warp during combat. At least short bursts, anyways, so the lingering time acceleration won't be a problem when that's implemented either.

(I should note: this seems to be a unique case so far. Over 372 people have downloaded it at the time of posting this, and only SpaceDrake has had issues. I will try to emulate it anyways, just to be sure, but I'm very confident I fixed it with my changes.)
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: SethMK on January 14, 2022, 02:24:33 AM
At least the problem was easily fixable. Makes me wonder what kind of damage a travel drive missile would do at such high impact velocities. Would probably blitz past PD and be a nasty kinetic damage missile/torpedo... Don't think FTL had a weapon like that though. Probably for the best as the impact would probably pinball smaller ships.
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: SpaceDrake on January 14, 2022, 11:09:24 AM
(I should note: this seems to be a unique case so far. Over 372 people have downloaded it at the time of posting this, and only SpaceDrake has had issues. I will try to emulate it anyways, just to be sure, but I'm very confident I fixed it with my changes.)

There's one additional "mod" here that I realize I didn't mention last night: I'm using JRE8, so I'm not sure if that messes with the scripting as it was. (That said, I can't imagine I'm the only user out of 370+ who is using JRE8...)

Anyway, thanks for taking a look at it, and sorry if I came on a little strong previously. (https://i.imgur.com/kcBTfAR.gif) Needless to say, though, ships under constant 10x time acceleration are... not fun to fight, which is why I flipped out a little. (And yes, under that much acceleration, they're even rather dangerous at 0 CR, since their malfunctions resolve so quickly they can still fight back...)
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: FasterThanSleepyfish on January 14, 2022, 11:54:53 AM
(I should note: this seems to be a unique case so far. Over 372 people have downloaded it at the time of posting this, and only SpaceDrake has had issues. I will try to emulate it anyways, just to be sure, but I'm very confident I fixed it with my changes.)

There's one additional "mod" here that I realize I didn't mention last night: I'm using JRE8, so I'm not sure if that messes with the scripting as it was. (That said, I can't imagine I'm the only user out of 370+ who is using JRE8...)

I use JRE8 too, never had an issue with ship system scripts being unable to run their logic. Hotfix soon!
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: Zaltorin on January 14, 2022, 01:19:22 PM
Just had a CTD caused by a Null Pointer Exception when trying to enter combat with the Dragon Reborn bounty target.
Looks like its related to the new Travel Drive script.

1800120 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.fed_TravelDriveStats.apply(fed_TravelDriveStats.java:60)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ă’00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Tried re-downloading and reinstalling the mod, crash still happens.
Title: Re: [0.95.1a] The Star Federation v0.96.1 - Inspired by FTL (1/12/2022)
Post by: FasterThanSleepyfish on January 14, 2022, 03:21:30 PM
Just had a CTD caused by a Null Pointer Exception when trying to enter combat with the Dragon Reborn bounty target.
Looks like its related to the new Travel Drive script.

1800120 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.fed_TravelDriveStats.apply(fed_TravelDriveStats.java:60)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ă’00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Tried re-downloading and reinstalling the mod, crash still happens.
Ah crap, yeah, I'm a master coder as you can see. Fixed that too, patch incoming real soon.
Title: Re: [0.95.1a] The Star Federation v0.96.2 - Inspired by FTL (1/14/2022)
Post by: FasterThanSleepyfish on January 14, 2022, 07:37:43 PM
(https://i.imgur.com/ZclsfUm.gif)

Fixed the travel-drive bug on the MagicLib bounty, thanks to SpaceDrake for helping speed up the bugfixing!

Download and changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)

Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: FasterThanSleepyfish on January 19, 2022, 09:39:40 PM
(https://i.imgur.com/qrBFNML.png)

Fixed some missing blueprint pack icons, adjusted weapon balance, and gave the [SUPER REDACTED] some friends! See the main post for details.

Download and changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)
Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: Dazs on January 20, 2022, 03:09:19 AM
Heya big fan, just an fyi but the RAR files are loose and not in the FED folder you usually include. Not a big deal just letting you know.
Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: FasterThanSleepyfish on January 20, 2022, 09:20:24 AM
Heya big fan, just an fyi but the RAR files are loose and not in the FED folder you usually include. Not a big deal just letting you know.
Oh wow, thank you... Guess that's what happen when you drink the modding potion at 3 AM. I'll get on that.
Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: Dazs on January 20, 2022, 11:02:57 AM
Lol no problem. Happens to me when I post late night and I am 100% positive I got it all straight only to wake up to an oppsie :)
Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: EdisonTrent on January 22, 2022, 11:38:51 AM
I haven't said thank you for this mod yet, so thank you very much for this mod. Combines some of my top five favorite spaced based games together.
Now if only FTL could get colony management and/or multi-ship battles.....
Although I would absolutely just end up loosing even more crew to them exploding, being on fire, getting shot, or asphyxiating.
Or all four.
Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: FasterThanSleepyfish on January 24, 2022, 04:14:58 PM
I haven't said thank you for this mod yet, so thank you very much for this mod. Combines some of my top five favorite spaced based games together.
Now if only FTL could get colony management and/or multi-ship battles.....
Although I would absolutely just end up loosing even more crew to them exploding, being on fire, getting shot, or asphyxiating.
Or all four.

Thank you! :)

I guess that's what keeps me hooked - it's just a perfect blend of amazing space combat and really good campaign mechanics. Cheers Alex!
Title: Re: [0.95.1a] The Star Federation v0.96.3 - Inspired by FTL (1/19/2022)
Post by: FasterThanSleepyfish on January 29, 2022, 01:59:29 AM
(https://i.imgur.com/qaSSlZS.png)


Download and changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115)
Title: Re: [0.95.1a] The Star Federation v0.97.0 - Inspired by FTL (1/29/2022)
Post by: goldenvixen on January 30, 2022, 08:28:11 PM
Got a bit of an error when I downloaded and attempted to try your mod. I thought it might have been a case sensitive issue, but the names look all fine to me, and the files are there--I just don't know why it's not being detected.

241267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [fed_superdestroyer] not found!
java.lang.RuntimeException: Ship hull spec [fed_superdestroyer] not found!
   at com.fs.starfarer.loading.oO0O.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.do(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ă“O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

could still be a case sensitive error, Linux is finicky like that. I just can't find it.
Title: Re: [0.95.1a] The Star Federation v0.97.0 - Inspired by FTL (1/29/2022)
Post by: FasterThanSleepyfish on January 30, 2022, 09:04:53 PM
Got a bit of an error when I downloaded and attempted to try your mod. I thought it might have been a case sensitive issue, but the names look all fine to me, and the files are there--I just don't know why it's not being detected.

241267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [fed_superdestroyer] not found!
java.lang.RuntimeException: Ship hull spec [fed_superdestroyer] not found!
   at com.fs.starfarer.loading.oO0O.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.do(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ă“O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

could still be a case sensitive error, Linux is finicky like that. I just can't find it.

Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.
Title: Re: [0.95.1a] The Star Federation v0.97.0 - Inspired by FTL (1/29/2022)
Post by: goldenvixen on January 30, 2022, 09:21:53 PM

Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.

It's my first time using the mod, so it's def not an old version.
Title: Re: [0.95.1a] The Star Federation v0.97.0 - Inspired by FTL (1/29/2022)
Post by: FasterThanSleepyfish on January 30, 2022, 09:38:52 PM

Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.

It's my first time using the mod, so it's def not an old version.

Alright, uh, sorry about that. I did a comprehensive search of the mod for any "fed_superdestroyer" using the Netbean's search function, and didn't find anything out of place in the cases. Might be an issue with unpacking the file or corruption during download, does it work if you re-download/reinstall it? It is a 7z file, not a standard ZIP.
Title: Re: [0.95.1a] The Star Federation v0.97.0 - Inspired by FTL (1/29/2022)
Post by: goldenvixen on February 01, 2022, 05:20:57 PM

Are you making sure you're deleting the old version before installing the new version? I can't seem to find the source of this crash either.

It's my first time using the mod, so it's def not an old version.

Alright, uh, sorry about that. I did a comprehensive search of the mod for any "fed_superdestroyer" using the Netbean's search function, and didn't find anything out of place in the cases. Might be an issue with unpacking the file or corruption during download, does it work if you re-download/reinstall it? It is a 7z file, not a standard ZIP.

I think I already did that, but I'll try again when I'm feeling better. Literally after I made my first post, I ended up getting a fever and I got diagnosed with covid. I'll be putting off playing games on my computer for a while an focus getting well in bed. I'll give an update when I try again.
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: FasterThanSleepyfish on February 02, 2022, 06:09:54 PM
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: SethMK on February 04, 2022, 05:25:39 AM
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).
Am I understanding the heavy burst capacitor hullmod correctly?
That range boosting hullmod looks like it won't boost non PD beam range and will reduce energy weapon DPS by like 16% with the 10% boost in damage and 30% reduction in rare of fire. However for those continuous fire beams that always fire if you have the flux to support it seems to be just a damage boost but no range boost. Interesting hullmod... Not sure if worth the OP cost but that is what further testing can determine.
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: FasterThanSleepyfish on February 04, 2022, 10:04:35 AM
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).
Am I understanding the heavy burst capacitor hullmod correctly?
That range boosting hullmod looks like it won't boost non PD beam range and will reduce energy weapon DPS by like 16% with the 10% boost in damage and 30% reduction in rare of fire. However for those continuous fire beams that always fire if you have the flux to support it seems to be just a damage boost but no range boost. Interesting hullmod... Not sure if worth the OP cost but that is what further testing can determine.

It actually reduces beam range by 200su under the hood, so beams gain a net loss of 100su. Maybe I should let players do the math instead of do it for them, hah!
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: SethMK on February 05, 2022, 06:01:31 PM
New release! Contains numerous bugfixes, adjustments to travel drive velocity, and adds a special energy-weapon-range-boosting hullmod. Get it from the main post here (https://fractalsoftworks.com/forum/index.php?topic=19115.150).
Am I understanding the heavy burst capacitor hullmod correctly?
That range boosting hullmod looks like it won't boost non PD beam range and will reduce energy weapon DPS by like 16% with the 10% boost in damage and 30% reduction in rare of fire. However for those continuous fire beams that always fire if you have the flux to support it seems to be just a damage boost but no range boost. Interesting hullmod... Not sure if worth the OP cost but that is what further testing can determine.

It actually reduces beam range by 200su under the hood, so beams gain a net loss of 100su. Maybe I should let players do the math instead of do it for them, hah!

Maybe I was just doing the math based on the numbers you put in the original post. Still not sure if it is worth using as less range for a bit more damage tends to gut the utility of a weapon altering hullmod. Look at vanilla's HSA. This looks like it not only reduces range on beams but a significant for reduction. It looks to be an attempt to turn energy weapons into burst damage instead of pressure sustained but you only listed a +10% boost which results in a noticable DPS reduction. My math puts it at around -16% due to the minus 30% rate of fire. Perhaps trying to adjust ratios to it keeps approximately the same DPS but does it with the lower rate of fire.
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: float on February 05, 2022, 06:18:05 PM
Maybe I was just doing the math based on the numbers you put in the original post. Still not sure if it is worth using as less range for a bit more damage tends to gut the utility of a weapon altering hullmod. Look at vanilla's HSA. This looks like it not only reduces range on beams but a significant for reduction. It looks to be an attempt to turn energy weapons into burst damage instead of pressure sustained but you only listed a +10% boost which results in a noticable DPS reduction. My math puts it at around -16% due to the minus 30% rate of fire. Perhaps trying to adjust ratios to it keeps approximately the same DPS but does it with the lower rate of fire.

It's good for projectile weapons with magazines where the sustained dps's limiting factor is ammo regeneration rather than fire rate. Some modded beam weapons have insane range too (i.e. gatling lance) so the -100 range can be fairly negligible.
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: SethMK on February 05, 2022, 06:47:48 PM
Trying to balance a hullmod from a mod against weapons from another mod will always be difficult. I'm mostly concerned with how the hullmod will perform when with just the star federation weapons and weapons in vanilla. After all how do we know the other mod will even be installed and activated for a specific game. I can see how it can help burst weapons and ones like AM blasters but to it's OP cost I am not sure if it is worth h it as it seems to not be much help for many of the vanilla energy weapons that don't use a magazine.
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: FasterThanSleepyfish on February 05, 2022, 08:24:13 PM
Trying to balance a hullmod from a mod against weapons from another mod will always be difficult. I'm mostly concerned with how the hullmod will perform when with just the star federation weapons and weapons in vanilla. After all how do we know the other mod will even be installed and activated for a specific game. I can see how it can help burst weapons and ones like AM blasters but to it's OP cost I am not sure if it is worth h it as it seems to not be much help for many of the vanilla energy weapons that don't use a magazine.

I mostly made it in mind to equalize ranges of energy weapons and ballistics. It also gives a somewhat notable increase in hitting power for weapons with high damage-per-shot, which technically translates to more true DPS versus hull. Another benefit is slightly relieving flux pressure on flux heavy loadouts, though it may or may not be the right choice at times.

Ultimately, I would argue it has its use cases. Moreso with Star Federation weapons, but it also works well with vanilla guns like Ion Pulsers (more range, more suppression time) or Tachyon Lances (higher burst damage).
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: SethMK on February 05, 2022, 09:18:48 PM
That makes sense and it definitely has uses but isn't an always use it like some other hullmods like UTI. Still future testing will determine if it's OP cost needs adjustment (either up or down).
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: LinWasTaken on February 06, 2022, 02:24:47 AM
Any big plans for Star Federation v1.0?
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: FasterThanSleepyfish on February 06, 2022, 02:30:15 AM
Any big plans for Star Federation v1.0?

Uhm, custom station for sure. Large multimodule capital ship. More "lost" (alien) ships. Pirate versions of ships, probably. That's all I know of for now!
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: LinWasTaken on February 06, 2022, 08:54:47 AM
Any big plans for Star Federation v1.0?

Uhm, custom station for sure. Large multimodule capital ship. More "lost" (alien) ships. Pirate versions of ships, probably. That's all I know of for now!
would it be optimistic to see this update on 2023?
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: LinWasTaken on February 26, 2022, 07:32:52 AM
seeing as how my last question remained unanswered i looked at it again and i see it might have been mistaken for a rude remark.
my question was out of sheer interest. i get exited whenever i see this mod updated and i have no modding experience so i was genuinely curious as to how long a grand update like that would take.
best wishes, Lin
Title: Re: [0.95.1a] The Star Federation v0.97.1 - Inspired by FTL (2/2/2022)
Post by: FasterThanSleepyfish on March 07, 2022, 08:21:55 AM
seeing as how my last question remained unanswered i looked at it again and i see it might have been mistaken for a rude remark.
my question was out of sheer interest. i get exited whenever i see this mod updated and i have no modding experience so i was genuinely curious as to how long a grand update like that would take.
best wishes, Lin

Hello! :)

As a modder, I've never had a great experience with planning entire features in a roadmap to 1.0. We're getting there though, even if I am busy with life and such! Some planned features for 1.0 include a custom station, and at least a few more lost (alien) ships.
Title: Re: [0.95.1a] The Star Federation v0.97.3 - Inspired by FTL (3/7/2022)
Post by: FasterThanSleepyfish on March 07, 2022, 08:25:01 AM
(https://i.imgur.com/6EYet0K.png)

Hewwo! Time for your "its-not-quite-a-full-version-even-though-im-running-out-of-full-version-numbers" update for Star Federation! Quite a bit of work this one is, though.

-Perseverance gets an upgrade - a fleetshield able to protect allies! (or suppress foes?)
-Several sprite upgrades, including the Rebellion and Kestrel with new armor modules!
-Heinous balance changes and shuffles, in the pursuit of AI and player use cases!

Download and changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105) (save compatible!)
Title: Re: [0.95.1a] The Star Federation v0.97.3 - Inspired by FTL (3/7/2022)
Post by: jerri on March 07, 2022, 10:29:52 AM
Hiya! I've been getting this error when opening up the fleet screen on the latest update

Spoiler
64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
   at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.publicsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.X.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] The Star Federation v0.97.3 - Inspired by FTL (3/7/2022)
Post by: FasterThanSleepyfish on March 07, 2022, 01:16:22 PM
Hiya! I've been getting this error when opening up the fleet screen on the latest update

Spoiler
64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
   at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)

[close]
Could you try redownloading? I have removed a useless hullmod which seems to rely upon Java 8's putIfAbesnt() function for Map objects. Upgrading to Java 8 is a fix I have applied to my game, but isn't default on normal starsector installs.
Title: Re: [0.95.1a] The Star Federation v0.97.31 - Inspired by FTL (3/7/2022)
Post by: FasterThanSleepyfish on March 07, 2022, 09:19:11 PM
Star Federation 0.97.31

Official release incorporating hotfixes, slight balance changes, and removing the Perseverance's giant Command UI triangle. (Thanks Sutopia!)

Download and changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105) (save compatible!)
Title: Re: [0.95.1a] The Star Federation v0.97.31 - Inspired by FTL (3/7/2022)
Post by: jerri on March 08, 2022, 07:06:45 AM
Hiya! I've been getting this error when opening up the fleet screen on the latest update

Spoiler
64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
   at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)

[close]
Could you try redownloading? I have removed a useless hullmod which seems to rely upon Java 8's putIfAbesnt() function for Map objects. Upgrading to Java 8 is a fix I have applied to my game, but isn't default on normal starsector installs.

New update works, Thanks!
Title: Re: [0.95.1a] The Star Federation v0.97.31 - Inspired by FTL (3/7/2022)
Post by: Noobishnoob on March 10, 2022, 12:46:43 AM
Umm not sure if anyone else is getting this but my rebellion be lookin funny

Edit: the sprite in the production menu is fine tho just in battle and in the codex is where it loses its wings

Edit 2 : nevermind i just had to make another one so now alls gucci

[attachment deleted by admin]
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on April 05, 2022, 02:50:21 AM
Star Federation 0.97.33

(https://i.imgur.com/3CTLRy8.gif)

-Slight increases to cruiser durability.
-Minor missile property buffs to Leto/Pegasus/Swarm Battery
-Fixed crash-to-desktop when installing Shield Shunt on the Perseverance
-Greatly improved hullmod descriptions - thanks TheSoldier!

Download and changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105) (save compatible!)
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Oni on April 17, 2022, 02:28:57 PM
Hey there, just letting you know that your commissioned crews bonus doesn't show up in the 'United We Stand' hullmod as part of an alliance.

Timid mentioned it's because there's an old line of code or something...
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Ranakastrasz on May 05, 2022, 11:08:02 AM
The Bison class Heavy Freighter deploys like a civilian ship, but doesn't have the civilian hullmod. Is this intended?
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Bulletkin on May 10, 2022, 09:31:55 AM
Took a little peek through the files, and I'm pretty sure there are a couple more weapons in the works. Also, what was the reasoning behind the pulser redesign?
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: ShadowAKT on May 12, 2022, 08:25:36 PM
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.

Spoiler
Line 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
[close]
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: theDragn on May 13, 2022, 02:03:51 AM
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.

Spoiler
Line 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
[close]

this is what happens when you ignore the warning that says "this mod might not work on your starsector version"

update your game, you're on a version of starsector that's nearly a year old
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on May 13, 2022, 02:07:21 AM
Hey there, just letting you know that your commissioned crews bonus doesn't show up in the 'United We Stand' hullmod as part of an alliance.

Oops, sorry. Will fix in next version. For now, suffer. :(

The Bison class Heavy Freighter deploys like a civilian ship, but doesn't have the civilian hullmod. Is this intended?

Yeah! Though tbh I will probably change it to be civilian soon, just to increase appeal. Counting against vanilla skill limits is silly.

Took a little peek through the files, and I'm pretty sure there are a couple more weapons in the works. Also, what was the reasoning behind the pulser redesign?

Old weapons, actually, that didn't make it through. I try not to add weapons that don't serve a minimally unique purpose in the balance scale! As for the redesign - well, frankly, I want all weapons to be more discernible at a glance. Getting them closer to their FTL counterparts is a bonus!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: ShadowAKT on May 13, 2022, 04:41:37 PM
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.

Spoiler
Line 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
[close]

this is what happens when you ignore the warning that says "this mod might not work on your starsector version"

update your game, you're on a version of starsector that's nearly a year old

I'm running Version 0.95.1a-RC6. Which is the newest release. It's probably an issue with how I updated the game.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on May 13, 2022, 05:20:09 PM
Hey, I've been getting this error when attempting to launch Starsector with version v0.97.33 of the mod.

Spoiler
Line 19208: 121126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 19209: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40379: 61713 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 40380: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96223: 69062 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
   Line 96224: java.lang.RuntimeException: Hullmod with id [ballistic_rangefinder] not found
[close]

this is what happens when you ignore the warning that says "this mod might not work on your starsector version"

update your game, you're on a version of starsector that's nearly a year old

I'm running Version 0.95.1a-RC6. Which is the newest release. It seems to be an incompatibility with another mod(since it appears to run fine if I only load it and it's dependencies).

I think that's less of an incompatibility and more of another mod being for a previous version? Anyways, Starfed works fine on a vanilla install for me.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Clarity on May 19, 2022, 08:44:26 AM
Been a massive fan of FTL for a while now and seeing this mod was a wonderful surprise. This is definitely going in my mod list for the playthrough I'm about to start. Love the ship designs.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Strategia on June 06, 2022, 01:39:18 AM
I like this mod a lot, but I've run into a bit of an issue with the travel drive. For some reason, some ships (so far, my piloted Centa (but not an unpiloted one, somehow) and an Emerillon) retain far too much of their speed when they come out of the travel drive and slow down far too slowly, which causes them to overshoot the rest of the formation by a long shot. I've learned to raise shields and hold W or S as soon as I can with my Centa so I merely end up about a few ships' lengths ahead of where I should be, since that significantly increases the braking speed, because otherwise I've had situations where I've ended up quite literally at point blank range of an enemy formation (at least in small engagements) in maybe two seconds and my ship dies almost immediately. The Emerillon also seems to happily overshoot, and I think I might have also seen the speed-up bug that was talked about a few pages back, since it seems to turn and change heading far faster than it should when coming out of travel drive, but I hadn't taken much notice of it until I read about the bug so I can't say more about that. Another weird issue with the Emerillon is that sometimes it won't render properly, appearing almost transparent, as if it's in phase, but the problem with that is that it only happens some of the time and I have no idea what the common factors are yet. Otherwise, this is a great mod and I'm enjoying it very much.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: STARENK on June 06, 2022, 06:29:21 PM
Unable to load pictures .I want to download
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on June 06, 2022, 07:10:33 PM
Been a massive fan of FTL for a while now and seeing this mod was a wonderful surprise. This is definitely going in my mod list for the playthrough I'm about to start. Love the ship designs.

Thank you, I'm glad you enjoy! Starsector combat plus FTL ships has been a blast to make.

Otherwise, this is a great mod and I'm enjoying it very much.

Oh no! Are you using any speedup mods? And I hope you're using the lastest version. What happened was that the person's computer didn't process the logic involved with reducing velocity. Might be happening here too, which is a doozy.

Unable to load pictures .I want to download

Uhmm... You do that! The GIFs are indeed a little large and slow to load.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: PeopleThief on June 06, 2022, 08:33:31 PM
I like this mod a lot, but I've run into a bit of an issue with the travel drive. For some reason, some ships (so far, my piloted Centa (but not an unpiloted one, somehow) and an Emerillon) retain far too much of their speed when they come out of the travel drive and slow down far too slowly, which causes them to overshoot the rest of the formation by a long shot. I've learned to raise shields and hold W or S as soon as I can with my Centa so I merely end up about a few ships' lengths ahead of where I should be, since that significantly increases the braking speed, because otherwise I've had situations where I've ended up quite literally at point blank range of an enemy formation (at least in small engagements) in maybe two seconds and my ship dies almost immediately. The Emerillon also seems to happily overshoot, and I think I might have also seen the speed-up bug that was talked about a few pages back, since it seems to turn and change heading far faster than it should when coming out of travel drive, but I hadn't taken much notice of it until I read about the bug so I can't say more about that. Another weird issue with the Emerillon is that sometimes it won't render properly, appearing almost transparent, as if it's in phase, but the problem with that is that it only happens some of the time and I have no idea what the common factors are yet. Otherwise, this is a great mod and I'm enjoying it very much.
I have had a problem like this to a much lesser degree, where the fed ships will slam into the allied ships in front of them when deploying. (with no speed-up mods)
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on June 06, 2022, 09:02:33 PM
I like this mod a lot, but I've run into a bit of an issue with the travel drive. For some reason, some ships (so far, my piloted Centa (but not an unpiloted one, somehow) and an Emerillon) retain far too much of their speed when they come out of the travel drive and slow down far too slowly, which causes them to overshoot the rest of the formation by a long shot. I've learned to raise shields and hold W or S as soon as I can with my Centa so I merely end up about a few ships' lengths ahead of where I should be, since that significantly increases the braking speed, because otherwise I've had situations where I've ended up quite literally at point blank range of an enemy formation (at least in small engagements) in maybe two seconds and my ship dies almost immediately. The Emerillon also seems to happily overshoot, and I think I might have also seen the speed-up bug that was talked about a few pages back, since it seems to turn and change heading far faster than it should when coming out of travel drive, but I hadn't taken much notice of it until I read about the bug so I can't say more about that. Another weird issue with the Emerillon is that sometimes it won't render properly, appearing almost transparent, as if it's in phase, but the problem with that is that it only happens some of the time and I have no idea what the common factors are yet. Otherwise, this is a great mod and I'm enjoying it very much.
I have had a problem like this to a much lesser degree, where the fed ships will slam into the allied ships in front of them when deploying. (with no speed-up mods)

Yeah, I've noticed. On my end, I have reduced the distance by which they start out in (but kept most speed), and also based it more on decceleration (so all ships slow down in the same amount of time, I hope?). I didn't post it yet because it feels like it's too small of an update!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Strategia on June 07, 2022, 04:54:30 PM
Oh no! Are you using any speedup mods? And I hope you're using the lastest version. What happened was that the person's computer didn't process the logic involved with reducing velocity. Might be happening here too, which is a doozy.

I'm not using any speedup mods, and I forgot to mention (but I did check) and I am using 0.97.33. I've since switched to using a different flagship and the Centas do appear to brake much faster in AI hands for some reason, but the Emerillon is still happily overshooting the deployment formation. I haven't run into the graphics glitch recently, which is maddening, because I have seen it at least twice but I don't know what the common elements were, so I'm unable to reproduce it and give more information.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Unex on June 11, 2022, 02:48:29 PM
Hello, I would like to report a possible bug concerning the Transcendence class.

Spoilers of battle ahead:

When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on June 11, 2022, 02:54:31 PM
Hello, I would like to report a possible bug concerning the Transcendence class.

Spoilers of battle ahead:

When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.

Unfortunately that's a bug with vanilla behavior, because it's a fleet and not "Automated Defenses". I see the flag to no retreat in Magiclib, but alas! Luckily they only seem to retreat if you have overwhelming firepower - but I am aware of the current behavior. Apologies!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Unex on June 13, 2022, 01:30:07 AM
Hello, I would like to report a possible bug concerning the Transcendence class.

Spoilers of battle ahead:

When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.

Unfortunately that's a bug with vanilla behavior, because it's a fleet and not "Automated Defenses". I see the flag to no retreat in Magiclib, but alas! Luckily they only seem to retreat if you have overwhelming firepower - but I am aware of the current behavior. Apologies!

No problem, Sir. The mod is still one of the best!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Alexey Skywalker on July 21, 2022, 03:37:55 AM
Just wanted to drop by to say that this is probably the best faction mod out there, and it has been part of my Starsector runs since I started playing this game a couple months ago. Keep up the good work!

Spoiler
Can we get a sneak peek of the next update?  ::)
[close]
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on July 26, 2022, 12:44:24 AM
Just wanted to drop by to say that this is probably the best faction mod out there, and it has been part of my Starsector runs since I started playing this game a couple months ago. Keep up the good work!

Spoiler
Can we get a sneak peek of the next update?  ::)
[close]

Alright, I'll bite (belatedly/gently). Obviously WIP and not representative of everything!

Spoiler
(https://i.imgur.com/OGZFYPY.png)
(https://i.imgur.com/URyDgMb.png)
(https://i.imgur.com/eoKU4Va.png)
[close]
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Alexey Skywalker on July 26, 2022, 12:16:57 PM
Just wanted to drop by to say that this is probably the best faction mod out there, and it has been part of my Starsector runs since I started playing this game a couple months ago. Keep up the good work!

Spoiler
Can we get a sneak peek of the next update?  ::)
[close]

Alright, I'll bite (belatedly/gently). Obviously WIP and not representative of everything!

Spoiler
(https://i.imgur.com/OGZFYPY.png)
(https://i.imgur.com/URyDgMb.png)
(https://i.imgur.com/eoKU4Va.png)
[close]

I find the first ship sluggish, but the 2nd one rocks!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Raudskeggr on July 27, 2022, 07:59:49 PM
This is a well done and relatively balanced (by the standards of Starsector mods anyway, lol) faction mod.   It's currently the only faction mod I really genuinely like, and the lore has been adapted to fit fairly well into the game as well.   It makes for a fun addition to NEX.   
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on July 27, 2022, 08:29:18 PM
This is a well done and relatively balanced (by the standards of Starsector mods anyway, lol) faction mod.   It's currently the only faction mod I really genuinely like, and the lore has been adapted to fit fairly well into the game as well.   It makes for a fun addition to NEX.

Thank you! I'm giving most Federation ships a +100 range bonus to energy next patch, let's see if that doesn't ruin everything.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Digganob on August 02, 2022, 01:58:46 AM
Hey, why is there a pirate logo in the ships graphics folder?

Pirate skins for federation ships incoming?
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Digganob on August 05, 2022, 10:50:30 PM
Hold on, actually, would there be a simple way to implement some pirate skins for the federation faction ships? Cus' if you wouldn't want to, I'd be happy to add some of my own, just for myself, even if I'd have to go and make new skins. It should be fairly easy to make them, considering all I'd be doing is painting them in pirate colors.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Sedrido on August 11, 2022, 07:41:23 PM
really like the mod so far but i have a suggestion for an ability change for the basilisk. give it a close range (500~) F ability called boarding teleporter allowing it to cause a slight amount of direct hull damage aswell as a moderate amount of emp damage through shields over its duration (lets say 10 seconds or so) perhaps at a cost to its own fire rate and repair speed. it would really give that mantis feel to it i think  ;D
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: no_u on August 13, 2022, 03:23:42 AM
So far I really enjoyed the mod especially the perservance (which is one of the ships we see in the rebel fleet in ftl ) so I thought if you could add the other varient too as battle cruiser
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Digganob on August 14, 2022, 02:15:24 AM
really like the mod so far but i have a suggestion for an ability change for the basilisk. give it a close range (500~) F ability called boarding teleporter allowing it to cause a slight amount of direct hull damage aswell as a moderate amount of emp damage through shields over its duration (lets say 10 seconds or so) perhaps at a cost to its own fire rate and repair speed. it would really give that mantis feel to it i think  ;D

I really like this idea. I think a simple EMP hit that goes through shields would do. Could be like an invisible projectile, if that's possible.

Although, the classic strat in FTL is to hit the shields immediately with boarders. Maybe it could have a shield-disabling ability? Perhaps that's too powerful.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Digganob on August 14, 2022, 01:52:48 PM
It wouldn’t be too hard to make a system that temporarily raises the chances of things like shield, weapon, or engine malfunctions; since that’s effectively what FTL boarders do, mess with a targeted ship’s systems.

Have the system pick which to mess with randomly on activation, increase the malfunction chance by X percent while active, then deactivate.

!

Great idea.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on August 14, 2022, 06:07:53 PM
Hey, why is there a pirate logo in the ships graphics folder?

Pirate skins for federation ships incoming?

"Perhaps"
(https://i.imgur.com/VS6fz6K.png)
[close]

RE: the boarding discourse,

I have concepts. I want to keep the uniqueness of their shipsystems without turning them into "Press F to Slightly Inconvenience". Probably has something to do with boarding pods which are fired like missiles, but are fighters with missile AIs. They'd temporarily lower CR when directly "hitting" hull or getting close enough to teleport a payload, which could theoretically bring a ship down to sub-30 CR and start critical malfunctions.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Digganob on August 16, 2022, 01:30:13 AM
Hey, why is there a pirate logo in the ships graphics folder?

Pirate skins for federation ships incoming?

"Perhaps"
(https://i.imgur.com/VS6fz6K.png)
[close]

RE: the boarding discourse,

I have concepts. I want to keep the uniqueness of their shipsystems without turning them into "Press F to Slightly Inconvenience". Probably has something to do with boarding pods which are fired like missiles, but are fighters with missile AIs. They'd temporarily lower CR when directly "hitting" hull or getting close enough to teleport a payload, which could theoretically bring a ship down to sub-30 CR and start critical malfunctions.

Those look really cool! I like how you're keeping the random stripes of paint from the FTL pirates, I always thought that slap-dash look was great for them, it really looks like they just boarded and captured the ships, and they're just painting them to make it clear they're pirates, not trying some silly design or pattern, just a trademark purple or red paint.

Also, boarding pods as a missile weapon would be so cool! I always thought combat boarding is one of the only things that Starsector was really missing in its combat, and it's so doable too! I'm glad that you're considering making something like that possible. The temporary lowering of CR is a really good idea, it utilizes an already-made game mechanic to get the desired effect. I suppose, maybe the CR decrease could depend on the number of boarding pods that "hit," versus the crew capacity of the enemy ship?
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: ApogeeSys on August 22, 2022, 02:31:48 PM
RE: the boarding discourse,

I have concepts. I want to keep the uniqueness of their shipsystems without turning them into "Press F to Slightly Inconvenience". Probably has something to do with boarding pods which are fired like missiles, but are fighters with missile AIs. They'd temporarily lower CR when directly "hitting" hull or getting close enough to teleport a payload, which could theoretically bring a ship down to sub-30 CR and start critical malfunctions.

That's a good idea, but I feel like crew count and especially the presence of marines would reasonably play some role in boarding damage calculations. The game already has crew loss from combat damage as a mechanic, you could possibly lean into that to make boarding particularly destructive to enemy crew. At least you could handwave the logistics of deploying your own marines onto a ship (and therefore sucking up crew/marines from the attacking ship) by making them boarding drones instead of human personnel.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: BlasingIce on September 12, 2022, 06:24:24 AM
(https://i.ibb.co/dGxXRjh/screenshot000.png)
Rotary Assault Gun shows it's DPS and FPS incorrectly due to corrupted refire delay
Picture doesn't load, here's the link: https://i.ibb.co/dGxXRjh/screenshot000.png
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on September 14, 2022, 02:34:26 PM
(https://i.imgur.com/AfGJxa1.png)

  -7 new ships!
  -Rebellion unleashes a wave of destruction with Power Surge!
  -Balance changes galore!
  -Rewrote lots of text!
  -The Federation Star System will appear in existing saves!
  -Derelicts will spawn too!
  -Lots of other stuff I probably forgot to write down!

Download and full-ish changelog in the main post. (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Digganob on September 15, 2022, 11:57:03 PM
AWESOME update! I really like the new variants added, the art is very well done!

Do you think you'll add more pirate variants? Specifically, for some of the cruisers? One of my favorite ships was always the Kestrel C with its pirate colors, also the Fed Cruiser C with its red and black. Regardless, I'm glad we can now see some pirates using FTL ships, very nostalgic.

Also, quick question, what does "breaks saves" mean precisely? Could I update the mod and go back to a save where I haven't significantly interacted with the Star Federation, and everything (except for market changes) be updated just fine? Or what?

If it REALLY messes with saves, I'll be sad to have to start over my current run, but I couldn't live without these new additions, they're really cool!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on September 16, 2022, 12:33:45 AM
If it REALLY messes with saves, I'll be sad to have to start over my current run, but I couldn't live without these new additions, they're really cool!

Yeah I'm pretty sure it breaks saves. Feel free to try, but make sure you know how to backup first. Good luck!
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: Bulletkin on September 16, 2022, 09:22:28 AM
Excellent update! The nods to various FTL in-jokes have me rolling every time. Mention of the polyp's isolated life support room was probably the best.
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: connortron7 on September 16, 2022, 01:35:08 PM
ROCK SHIP LETS GOOOOOOOOOOO
Title: Re: [0.95.1a] The Star Federation v0.97.33 - Inspired by FTL (4/5/2022)
Post by: FasterThanSleepyfish on September 20, 2022, 02:01:05 AM
(https://i.imgur.com/vh7Bp0Q.png)

RC3:
Spoiler
-Added Star Federation stations.
    -T1 rotates fast, has a deadly combat module, and has separate (but weaker) shields. Plus one ASB (Hellbore).
    -T2 is slower rotating but has massive attack modules that can shunt hard flux. Gets a full ASB compliment.
    -T3 has supercharged ASB/Hellbores, Drive disruptors on attack modules, Ravelin drones, and a lowtech minefield.
    -Speeen.
    -Will only be applied to the Federation's homeworld in new games.
    -Can build if rep with the Federation is at welcoming.

Rebellion-class Battleship
    -System actually overloads the ship at low flux.
    -Increased DP from 55 to 60.
    -Shield efficiency nerf, 0.8 -> 0.9 flux/damage.
    -Mod Rebellion DP increased to 60 (if it already wasn't).

-Fixed Tarrifs, but only in new games. Enjoy not funding healthcare.
-Fixed some more descriptions, thank you Avanita!
-Some more stuff I probs forgotted.```
[close]
Download in the main post! (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: bob888w on September 20, 2022, 02:46:01 AM
SPEEN
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Digganob on September 21, 2022, 06:42:57 PM
Oh, your labelling Hellbores as Anti-Ship Batteries gave me an idea: Why not make an actual Anti-Ship Battery weapon?

In FTL it was supposed to be something only the largest ships can carry, so it would make sense as a large slot weapon. It could be extremely inaccurate as it is in FTL, and have slow projectiles, but with a ludicrous range, making it good only for anti-cruiser/capital artillery, and would be beat at closer ranges by more accurate, more efficient weapons. Given that it pierces shields in FTL, you could maybe make it do kinetic damage, but with a very large damage per shot, making it blast through them instead.

I'm not insisting or anything, but I think it's doable as a weapon.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on September 21, 2022, 06:48:35 PM
Oh, your labelling Hellbores as Anti-Ship Batteries gave me an idea: Why not make an actual Anti-Ship Battery weapon?

In FTL it was supposed to be something only the largest ships can carry, so it would make sense as a large slot weapon. It could be extremely inaccurate as it is in FTL, and have slow projectiles, but with a ludicrous range, making it good only for anti-cruiser/capital artillery, and would be beat at closer ranges by more accurate, more efficient weapons. Given that it pierces shields in FTL, you could maybe make it do kinetic damage, but with a very large damage per shot, making it blast through them instead.

I'm not insisting or anything, but I think it's doable as a weapon.

You're correct! I want to do a big update expanding weapons across the board. Ion, heavy lasers, Gatling lasers, and naturally the ASB. Should be next, along with rebel skins and more alien ships.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Dadada on September 27, 2022, 05:12:26 AM
Superb mod, nothing more to add. :D
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: DeathSeeker on September 27, 2022, 05:27:17 PM
You should include new ships in random fleets. Like random mantis or rock ships can be found in bounty pirate fleets. Currently as it is, they're really difficult to find, while these ships aren't rare in FTL (except the crystal one, he's really difficult to find). Can't buy them, can't find them in fleets, derelicts are rare, historians giving you what you want is extremely rare.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: _YuukiFeya_ on September 27, 2022, 09:40:27 PM
Hi, I have play this mod with Commission crew and Nexerelin. It look like I can't received the Commission bonus if you are in alliance but not directly commission by Star Federation while other factions have no issues with this. I'm not sure whether it is Star Federation issues so I apologize in advance if it is not.

Anyway thank you for developing this awesome mod!
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Snowy1237 on September 28, 2022, 05:48:30 AM
Hello, I have a problem that Scaria seems to be considered a station by TASC (when giving out the "cramped quarters" condition), and the Tariffs are at 30% even with nexerelin (I started the game with the latest version).
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on October 03, 2022, 03:24:42 PM
Superb mod, nothing more to add. :D

Thank you!

You should include new ships in random fleets.

I'll consider putting them in scavenger fleets, though I don't know how I'll feel adding them to normal Federation markets/fleets. Will definitely add them to Prism Freeport's high end seller too.

Hi, I have play this mod with Commission crew and Nexerelin. It look like I can't received the Commission bonus if you are in alliance but not directly commission by Star Federation while other factions have no issues with this.

Oh... you're right. Sorry about that, I'll get a fix in!

Hello, I have a problem that Scaria seems to be considered a station by TASC (when giving out the "cramped quarters" condition), and the Tariffs are at 30% even with nexerelin (I started the game with the latest version).

Yeah, I'm sorry, it seemed to be the only way to generate the market mid-game with a custom sprite. Now that the Federation Station is in, I won't feel as bad about removing the custom sprite - should be fixed next update and a new save! And thank you!
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Noobymcnoobnooberson on October 07, 2022, 02:10:21 AM
The ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on October 07, 2022, 02:23:10 AM
The ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens

Please delete the whole old mod before dragging in the files for the newest version.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Noobymcnoobnooberson on October 08, 2022, 12:12:21 AM
The ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens

Please delete the whole old mod before dragging in the files for the newest version.
I deleted the whole FED file after that happened but it still hasn't worked, looked into the zip and the shipsystems is a csv file by default
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on October 08, 2022, 12:54:42 AM
The ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens

Please delete the whole old mod before dragging in the files for the newest version.
I deleted the whole FED file after that happened but it still hasn't worked, looked into the zip and the shipsystems is a csv file by default

Did you update from starfed 0.97? If so, it's not save compatible.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Noobymcnoobnooberson on October 09, 2022, 07:22:39 AM
The ship systems csv file is missing it says and I can't open the game, I have other mods but aren't running them and it still happens

Please delete the whole old mod before dragging in the files for the newest version.
I deleted the whole FED file after that happened but it still hasn't worked, looked into the zip and the shipsystems is a csv file by default

Did you update from starfed 0.97? If so, it's not save compatible.
Oh nvm I'm a frickin idiot and it was because there was somehow still rogue old files in the FED foldier messing it up. Good mod mate and love how much you care about it!
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Astrefernal on October 09, 2022, 05:03:47 PM
I've been using the mod for some time now. Ships are cool and usefull without being over powered (please do not change the kestrel anymore, it is perfect as it is now). Weapons range from awfull to must have. The new station is perfect and my go to when I can.

All in all, good mod. Now just need to add some more portraits ^^
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Oni on October 10, 2022, 06:44:11 PM
I do find it a bit weird that faction weapons are rather rare in their own markets... might be just my game though, I do have a lot of mods.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Acro on October 23, 2022, 07:17:30 AM
Yo! Loving this mod and it's content. I have noticed something however. When using version checker it states The Star Federation has an update. Apparently there's a version v9.8-RC5. Doesn't seem like so with the latest version being v9.8-RC3. Just gotta mention this.
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Rhyvon on October 27, 2022, 05:25:27 AM
Yo! Loving this mod and it's content. I have noticed something however. When using version checker it states The Star Federation has an update. Apparently there's a version v9.8-RC5. Doesn't seem like so with the latest version being v9.8-RC3. Just gotta mention this.

I get his also and came to the forum to check if I was missing an update

Great mod just starting using it!!
Title: Re: [0.95.1a] The Star Federation v0.98-RC3 - Inspired by FTL (9/16/2022)
Post by: Acro on October 28, 2022, 04:58:01 AM
I get his also and came to the forum to check if I was missing an update

Great mod just starting using it!!

Glad to see that I'm not going crazy lol. A lot of effort is put into it. With the amount of work that's pumped into mods like these, its pretty amazing to hear that its based off of FTL. Not too surprising for long time fans considering how dedicated their cult fanbase is, I mean look at the reviews.

'I have lost count of how many times I have died in the cold space.'
Recommended with 70 hrs of gameplay.

Sounds great and no, I'm not being sarcastic. :D
 
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on November 03, 2022, 12:39:36 PM
Thank you for the kind words, all!

Be glad you didn't download 0.95 from the Unofficial Starsector Discord - it had a rather silly bug in Nexerelin Random Mode that respawned the derelicts every time.

Anyways, micro update time to fix that... with some stuff I wanted to release as part of a big Weapons update. Also tournament rebalancing - I tried to make ship stats generally higher so they're useful outside of player hands. (Yes, this means buffs, lawhd forbid. :()

(https://i.imgur.com/SufQrYy.png)

RC6:
Spoiler
========WEAPONS==========
   
   -Added Hull Beam, Hull Beam II
      -Weaker HE beam with heavy frag damage arcs, scales with enemy hull size.
   -Added Pike Beam
      -Longboi beam designed to suppress from a distance. Probably disgusting.
      -Creates low damage frag arcs when impacting hull, scaling on enemy hull size.
   -Added Microbeam
      -Basically a mini pikebeam, but no range.
      -Really good damage potential for a small beam weapon.
   -Glaive, Halberd beams
      -Increased damage numbers slightly. Could be scary.
      -Slightly increased refire delay.
      -Pierce/arc damage scales with hullsize.
      -New sounds, old sounds given to Hull beams.
   -Artillery Beam
      -Increased power of beam arcs on shield/hull, including EMP.
      -Always penetrates shields, but will only arc at half the rate.
   -Ion Flooder
      -Changed. Again. Now a constant fire, mag limited weapon.
      -Greatly increased EMP from 400/shot to 600/shot.

=========SHIPS===========

   -Accordant
      -Flux capacity buff from 18000 -> 22000.
      -Disspation increased from 1000 -> 1200.
      -Shield efficiency improved from 1.2 -> 1.0
      -Stop casually losing to Onslaughts >:(
      -Ship system rework coming soon??
   -Union
      -Nerfed flux capacity to 22000 -> 18000.
      -Nerfed disspation from 1200 -> 1000.
      -Shield efficiency improved from 1.0 -> 0.8.
      -Stop casually soloing Onslaughts (in player hands) >:(
   -Kestrel
      -Prow Armor Module hull increased from 4000 -> 5000.
      -Increased arcs of medium weapon slots, collision be damned.
      -Added Cruise Engines hullmod.

========HULLMODS=========
   
   -Reduced Cost of Heavy Burst Capacitors to 3/6/9/12

========GENERAL==========
   
   -Star Federation derelicts wont respawn every save load in Random Sector.
   -Star Federation stations are now compatible with the Ind.Evo artillery station!
   -Star Federation Star Fortress has distinct armor modules in campaign/sprite/previews.
   -Probably some other things.
      
[close]
Download in the main post! (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: SirRamekin on November 03, 2022, 07:25:14 PM
Hi,

I love this mod but am running into a weird issue where all derelict ships are spawning as Star Fed ships. Is there any reason that might have happened? It could be a mod conflict and I will do some more testing if there is not an easy fix.

Thanks!
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on November 03, 2022, 07:48:01 PM
Hi,

I love this mod but am running into a weird issue where all derelict ships are spawning as Star Fed ships. Is there any reason that might have happened? It could be a mod conflict and I will do some more testing if there is not an easy fix.

Thanks!

Hello, the patch above *should* stop it from spawning more derelicts. The version that placed derelicts was 0.98-RC5, which was only available on the Unofficial Starsector Discord, and only had that issue when you used Nexerelin's Random Mode. Did you grab the update yet?
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: SirRamekin on November 03, 2022, 07:51:58 PM
I did not. Thanks for that info!
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: 603bill on November 06, 2022, 08:29:29 AM
Download link in the main post still leads to RC3.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Oni on November 06, 2022, 09:55:38 AM
Download link in the main post still leads to RC3.
Yep but you can download the current version by copying the link, manually pasting it in your address bar and changing the 3 to a 6.

If you can't wait for it to be fixed.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: FasterThanSleepyfish on November 06, 2022, 01:27:17 PM
Download link in the main post still leads to RC3.
Yep but you can download the current version by copying the link, manually pasting it in your address bar and changing the 3 to a 6.

If you can't wait for it to be fixed.

 Annnnd fixed. Oh god. Thank you.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: soldiert01 on November 11, 2022, 08:07:07 PM
getting this error dunno why anyone know how to fix?

[attachment deleted by admin]
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: toastybro on November 17, 2022, 10:09:58 PM
This is absolutely my favorite content mod in starsector! I adore FTL and its awesome seeing all the cool designs of ships in a different medium. I believe you mentioned you took some ships from mods. Have you played and/or considered using ships/weapons from FTL Multiverse? I have like 700 hours in ftl and Multiverse is like playing a whole new game. They recently made it 100x simpler to install as well, simply needing to run an exe!
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Sirin on December 21, 2022, 05:28:44 PM
pretty cool
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Sirin on December 21, 2022, 05:29:59 PM
pretty cool
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Bulletkin on January 30, 2023, 09:16:35 AM
This... Might be a dumb suggestion.

I sort of miss the Rebellion's heavy maneuvering jets, mainly because the AI (at least in my game) has a hard time working with the current ship system. A possible solution could be to simply remove it from one of the existing rebellion variants (perhaps to make the mod rebellion seem more special?), but a more reasonable one would be to simply put together a third (early/prototype/refit?) variant. This might be a tad much, and it hinges on if you think the Rebellion's special enough to give another variant to.

While I'm not sure how to put flattery in without it sounding insincere and existing exclusively to increase the chances of my suggestion being thrown in, excellent mod. Loving the most recent update!
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: CABLES on February 07, 2023, 02:24:16 AM
the AI (at least in my game) has a hard time working with the current ship system.

rebellion's shipsystem is absurdly good. makes it damn near unkillable with an aggressive officer while also putting out 60 dp worth of single target damage AND incidental damage to any ships that happen to be near the blast zone. if built right, your officer will spam the hell out of the system and reset the ship's flux constantly while also spiking its DPS beforehand.

my build is something like this:

skills
elite systems expertise, for more spam and -25% overload duration (this is essential)
missile spec, to get as much value as possible out of the two large slots
elite field modulation, for passive hardflux venting with shields up
polarized armor. see the Get Silly With It section for a great argument on making this skill elite over field mod
impact mitigation, cuz it'll have to armor tank while overloaded. potentially interchangeable with field modulation depending on your preferences
gunnery implants/ballistic mastery/whatever your favorite underused skill is, it don't matter that much

hullmods
itu aside, heavy armor and stabilized shields are really the only two big ones you need to consider. stabilized gets you something like 20 vents for 15 OP -- its great on basically every fed ship since they tend to have crappy shield upkeep -- and heavy armor helps mitigate the inevitable missile spam when the ship overloads.

beyond that, ECCM and expanded missile racks are solid too, the latter potentially allowing you to free up a skill slot if you don't have the skill that gives you +1 level and +1 elite skill on your officers.

guns
for ballistics, you're probably going to want HACS in the mediums and mk9s in the larges. mjolnir is good too, especially if you're using the Get Silly With It build. the missiles are interesting in that proxy charge launchers work surprisingly well in the medium mounts, but I prefer harpoons for reliability. use your favorite finisher missile in the larges. hammer barrage is great there and lets the ship burst down capitals without having to slug it out for too long, but I've been running the large mount harpoons from High Tech Expansion and can make no complaints there.

get silly with it
now, I've sorta been overselling the ship here, because if you really want to break it, you have to combine two More Hullmods hullmods: flux booster and emergency venting system. EVS reduces overloads to 2s then immediately begins active venting once the overload is done, while flux booster gives a 25% bonus to vent speed and a speed boost while venting. add RFC to that for an additional 12.5% vent speed (reduced w/ flux booster) and the ship suddenly has a virtually infinitely refillable flux pool to draw from, allowing you to fit stupid *** like four mjolnirs or whatever and still never flux out. it's awesome. you do have to build in heavy armor to afford all of these hullmods but goddamn, this ship is totally worth doing it on.

also, if you have prv installed, arcfault ejector boosts the speed (and therefore range) of the shipsystem's energy blasts while also providing yet another vent speed bonus, iirc.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Bulletkin on February 07, 2023, 03:55:22 PM
the AI (at least in my game) has a hard time working with the current ship system.
[A whole lot of smart person stuff]

Thanks, friend! I'll try it out when I get the chance!
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: OhFluxIt on February 26, 2023, 10:49:31 PM
Any plans for the Lanius? As I'd love to have their ships in the game, less crew capacity due to reduced oxygen. As well as exotic weapons (which I am sad FTL only gave crystals their own exotic weapon line) such as DoT missiles loaded with nanites that will eat through hull but are useless against shields, and will continue to do damage even if they shield back. As that is what Lanius do, eat metal.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: darkwarrior1000 on March 03, 2023, 11:40:47 PM
Just a general inquiry for everyone here: do you see the pirate versions of the bell and invader in pirate fleets often? I've never seen the pirate invader and have seen the pirate bell only once, but see the pirate cormorant every now and then. I'm wondering if this issue is one I'm having due to my modlist or if it's intended since I've seen all 3 variants as derelicts so I know they can appear in the game.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: yajusenpai on March 18, 2023, 05:24:27 AM
Is the Dorito suppose to run away in the A Dragon Reborn Quest?
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Oni on March 25, 2023, 12:23:28 AM
I've started running into an odd bug in my most recent run where my flagship has all of it's weapons lose all their range (range indicators disappear, ballistics and energy weapons seem to fire but no projectiles emerge, missiles explode after leaving the tube... those green shields bigger FED ships have is permanently broken the entire fight as if it'd taken too much damage).

I'm only posting this here because I've only noticed it on FED ships so far, the only ones I've flown so far this game, probably not this mod but I thought I'd check first to see if any one else has seen this before I try puzzling it out from my multitude of other loaded mods.
Title: Re: [0.95.1a] The Star Federation v0.98-RC6 - Inspired by FTL (9/16/2022)
Post by: Spud_Johnson on March 25, 2023, 06:32:24 AM
The Calvacade is still refered to as the pelican in the codex.

also I know that the accordant and the Union are based off of the federation fleet ships from ftl, but i'd kinda like to know which ones respectivley, as both sprites could work for each. also what was the inspiration for the resolute? it doesn't look remotely like anything from ftl (asthetics aside).

last thing, I think it would be kinda cool to have admrial tully be a character you can interact with on scaria. it doesn't have to be much, just a name and/or portrait.

Overall this is my favorite faction mod, outshining the UAF, Scalar tech tolutions, Diable Avionincs, and all the others. The Emerillion/Magnellion is really fun to use.
Title: Re: [0.95.1a] The Star Federation v0.99-RC2 - Inspired by FTL (4/25/2023)
Post by: FasterThanSleepyfish on April 25, 2023, 10:49:58 PM
Just a general inquiry for everyone here: do you see the pirate versions of the bell and invader in pirate fleets often?

Rare, but they are usually pretty good! I don't see them too often, but they are diluted by pirate content from mods like Underworld and Torchships.

Is the Dorito suppose to run away in the A Dragon Reborn Quest?

They do if you use overwhelming DP/FP fleets... but that's on me for not making it an Automated Defense encounter. The Magiclib flag for no_retreat doesn't seem to work.  :(

I've started running into an odd bug... I'm only posting this here because I've only noticed it on FED ships so far.

Ough, that sounds like a doozy. I'm not sure how that could happen - video proof and a mod list would help a lot, I believe.

Overall this is my favorite faction mod, outshining the UAF, Scalar tech tolutions, Diable Avionincs, and all the others. The Emerillion/Magnellion is really fun to use.

Thanks!! I always have dreams about what the mod could be, but I ain't a good modder haha. Perhaps one day someone will pick it up for the better? Also: the Resolute was initially done by FlyingFlip as a ship representing the "concept" art of the Kestrel from early FTL prototypes. It's neat!
Spoiler
(https://cdn.discordapp.com/attachments/512356777451323393/968629082378076170/unknown.png)
[close]
Title: Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
Post by: FasterThanSleepyfish on April 25, 2023, 10:54:07 PM
Heeey gentleladies, lads and lovely folk: Update time! And thank you for all your kind words! Hard to find time and energy to mod these days, but it's coming along at least.

(https://cdn.discordapp.com/attachments/825068217361760306/1099884523782688898/Starfed_99.png)

So much has changed! I didn't keep the best track of it...
THE STAR FEDERATION

VERSION 0.99 by Sleepyfish (and friends)

BREAKS 0.98 SAVES, BE CAREFUL!

==========RC3===========
   
-Accordant-class Battlecruiser
   -Speed reduced from 70 -> 60
   -OP reduced from 300 -> 280
   -Capacity reduced from 20000 to 18000
-Union-class Battlecruiser
   -Changed mounts, only small energies are in plenty!
   -OP reduced from 285 -> 275
   -Hull/armor increased to 11000/1100
   -Deja vu?
-Resolute-class Battleship
   -Fixed an HE invulnerability bug
-Calvacade-class Battlecarrier
   -Speed increased from 45 -> 50
-Osprey-class Crusier
   -Shield efficiency reduced from 0.7 -> 0.8

-Hull Beam (all sizes)
   -Increased HE arc damage by 25%
-Glaive/Halberd Beam
   -Damage increased by ~10% all around
   -EMP component re-added
-Ion Flooder
   -Range reduced from 800 -> 750
   -Flux/shot 700 -> 880
-Artemis Array
   -Increased ammo to 32
   -Reduced cooldown to 6 seconds
-Artemis Launcher
   -Cooldown reduced to 12 seconds
-Pitch/Chisel/Carver
   -Reduced damage by 25%
-Light Overcharger
   -Flux and damage nerfed by 10%
   -Gains like 5% more ammo/second wow


==========RC2===========

-Accordant-class Battlecruiser
   -Increased speed from 60 -> 70,
   -Accel/decel increased from ~25% to ~40% of top speed/sec
   -Shield upkeep reduced from 0.4->0.3
   -Increased HP/Armor from 10000/1100 -> 12000/1200
-Union-class Battlecarrier
   -Dissipation reduced from 750 -> 700
   -Shield upkeep reduced from 0.4 -> 0.3
   -Shield efficiency increased 0.8 -> 0.7
   -Shield arc changed from 300 Frontal to 180 Omni
   -Weapon arcs changed to prefer a broadside
-Resolute-class Battleship
   -Fixed Auxiliary shield not removing HE resistence debuff
   -Dissipation increased from 650 -> 700
-Osprey-class Cruiser
   -Increased dissipation from 750 -> 800
   -Increased shield efficiency from 0.8 -> 0.7
-Jager-class Crusier
   -Fixed spelling error that prevented ZOLTAN shield effects
-Nesasio
   -Added Federation Construction hullmod (oops)
   -Added Integrated Burst Capacitors
-Stormwalker
   -Added Integrated Burst Capacitors
-Polyp
   -Added Integrated Burst Capacitors

-Interdictor Device
   -Added charges, second charge unlocks with System Expertise
   -Recharge rate slowed to 1 per 20 seconds (previously 1 per 16)

-Volley Fire shipsystem
   -Uptime reduced from 5 to 1.5
   -Cooldown increase from 14 -> 17.5

-Mooneye MRM missiles
   -HP reduced to 100/missile
   -Ammo counts reduced by roughly 20% or more.
-Dace MRM missiles
   -HP reduced to 200/missile
   -Ammo counts reduced by roughly 15% or more.
-Artemis torpedoes
   -Reduced ammo by one volley per launcher.

==========RC1===========

-Accordant-class Battlecruiser
   -Improved with custom Interdictor Device ship system
      -Custom EMP arcs come from emitters on ship
      -Should work more consistently than vanilla Interdictor
      -Fires out 2x2000 and 2x1000 EMP arcs at things that have no engines
-Jager-class Cruiser
   -Granted ZOLTAN shield module
   -Removed ECM hullmod
   -Added missing turret points on the sprite
-Additional descriptions fixed

=======PREVIEW 4=========

-Truly resolved the semi-rare "alpha" crash, thanks to SirBucketKicker on discord!

-MOST SHIPS HAVE FRONTAL SHIELDS
   -Adjusted many stats all around now that they have "bad" shields
-Rebellion-class Battleship
   -Increased projectiles from 180 -> 200 min, 360 -> 400 max
   -System overload infliction increased from 0 -> 4 sec min, 10 -> 12 sec max
-Accordant-class Battlecruiser
   -Speed increased to 60
   -System is now "Interdictor Array" to help pin down enemy ships
   -Removed built in Devastator, reverted to additional large energy mount
-Coordinated Strike system
   -Allowed zero-flux boost to function during system activation.
-Micromissile Forge system
   -Timers now need missing ammo to count down
   -Each timer only checks ammo counts for the missile damage range it affects
   -The 20% replenishment effect now uses base ammo, not modified ammo.
-Emerillion/Magenillion
   -Greatly increased recoil stats on the main weapons
   -Gave ~20% more flux stats overall
   -DP from 16 -> 18.
-Description/text changes continued
-As always, probably some more stuff slipped by


=======PREVIEW 3=========

-Properly redid shield color changes, value precautions are not relied upon.
-Fixed Jager shipsystem not removing buffs
-Fixed superbright shields for all Federation ships
-Nerfed Glaive beam w/ slightly higher flux generation
-Increased duration of all Hull beams by 0.2 seconds
-Increased cooldown of Ion Flooder by 0.7 seconds
-Maybe some other changes, but mostly focused on the shield crash.


=======PREVIEW 2=========

-Buffed Union shields from 1.0 to 0.8
-Fiddled with shield code, hopefully solves the bad RGB thing.
   -Never happens to me...! :(
-Now uses JRE7 (icky gross)
-Maybe some other things I forgot?

========WEAPONS==========
   
   -Added several new missile weapons, poor tracking but funny arcing damage.
      -Mooneye MRM - kinetic missile in S/M/L.
      -Dace MRM - HE missile with a minor HE arc effect in S/M.
            -Barracuda - Slow frag torpedo with big shock. BEEG SHOCK FOR MADAME.
      -Red Drum - HE torp, superheavy Dace kinda?
      -Swarm Battery got stronger but has limited ammo.

   -Beam changes, nerfs
      -Hull beams are frag with HE arcs
      -Glaive/Halberd damage nerfs, now pierce small things
      -New sounds all around
   
   -Removed a lot of itty bitty EMP values floating around various weapons.

=========SHIPS===========

   -Wayyy too many changes overall
      -Balances, revisions, ect. Some notable ones below.
   -Resolute got big guns, big armor, big slow.
   -Accordant got wings clipped
   -Rebellion got slightly nerfed ship system
   -Perserverance got huge buff in nearly every department, costs more DP.
   -Major Jager rework, new missile buffing ship system

   -Fleet and ZOLTAN shields now give ships immunity to most damage
      -A green glow appears when a ship is "protected"

   -Federation station got more modules overall, variant work done.

   -Hopefully frigates seem better while everything else is moving sideways at most.
   

========HULLMODS=========
   
   -Federation Design got a tooltip fancy overhaul
      -Provides modest 100 range bonus to energy weapons
      -Provides Cruise Engines to all ships
   -Heavy Burst Capacitors/Integrated Burst Capacitors
      -No longer provides range
      -Chunky 30% more damage, -30% firerate.

========GENERAL==========
   
   -Huge description update in progress
      -Many thanks to friendly USC folks like CABLES and Wisp for editing help!
   -Scaria has a custom sprite, is terran eccentric
   -New weapon sounds sourced and modified from Muse, as per terms of use.
   -I probably forgor (skull emoji)
[close]

Download in the main post! (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)
Title: Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
Post by: Guardsmen83 on May 01, 2023, 02:32:37 PM
looks real good
Title: Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
Post by: NasaBrindle on May 01, 2023, 08:02:18 PM
I picked the right time to try this mod out! Thoughts so far:

-Everything looks beautiful
-Shrinking shields is very cute
-Love the noise the enhanced-launch makes as my whole fleet comes in with a thunderclap.

Overall ships seem balanced without being broken! Excited to try the larger ships out as soon as I get my mitts on a pristine nanoforge...

UPDATE: The "Perseverance" has limited utility as a fleet shield and INCREDIBLE power as a missile shield. Simply fly up to an enemy and unload once they're within the shield- all of their flak is neutralized, allowing the missiles to impact every time. There doesn't seem to be anyone who can argue with this strategy!
Title: Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
Post by: Spud_Johnson on May 04, 2023, 09:44:02 AM
you left out the Daptrius on the image that shows all the ships
Title: Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
Post by: daringduck on May 06, 2023, 03:02:11 AM
The download to github shows a "Not Found" page.
Title: Re: [0.95.1a] The Star Federation v0.99-RC3 - Inspired by FTL (4/25/2023)
Post by: FasterThanSleepyfish on May 07, 2023, 02:43:52 PM
(https://i.imgur.com/5SoEcUj.jpg)

Well HELLO Starsector update 0.96! Have a quick patch for your Generic Brand™ Star Federation

Download in the main post! (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)

Changelog + Accordant sprite update
(https://i.imgur.com/MzPLDft.png)
==========RC4===========

-Patched for Starsector update 0.96a
-Complied with MagicLib filename changes
-Minor stat adjustments here and there, nothing too big
-Definitely forgot some other minor things

-Accordant-class Battlecruiser
-Sprite updated, mounts mostly the same
-Speed actually increased to 60
-Shield efficiency increased from 1.1 -> 0.9
-Interdictor system no longer affects fighters
[close]
Title: Re: [0.96a] The Star Federation v0.99-RC4 - Inspired by FTL (5/7/23)
Post by: FasterThanSleepyfish on May 07, 2023, 02:48:58 PM
I picked the right time to try this mod out! Thoughts so far:

Thank you, glad you enjoy it! And yeah I suppose the "fleetshield" is more of a suffocation shield, heh. I *could* make it shrink if an enemy ship gets inside, and make it take more damage too. Good ideas...

The download to github shows a "Not Found" page.

I added a Google Drive direct link, let me know how that goes!

you left out the Daptrius on the image that shows all the ships

Ooops... Fixed that, and the missing Cavalcade.
Title: Re: [0.96a] The Star Federation v0.99-RC4 - Inspired by FTL (5/7/23)
Post by: Dripko-1 on May 10, 2023, 01:53:37 AM
Excellent job as always Sleeby  ;)
Title: Re: [0.96a] The Star Federation v0.99-RC4 - Inspired by FTL (5/7/23)
Post by: qwe on May 16, 2023, 11:16:13 PM
do you have a download link for [0.95.1a] The Star Federation v0.99-RC3?
Title: Re: [0.96a] The Star Federation v0.99-RC4 - Inspired by FTL (5/7/23)
Post by: StaplesEasyButton on May 19, 2023, 08:49:53 AM
Are both LazyLib and MagicLib required or do I just need one?
Title: Re: [0.96a] The Star Federation v0.99-RC4 - Inspired by FTL (5/7/23)
Post by: Ruddygreat on May 19, 2023, 08:55:01 AM
both are required
Title: Re: [0.96a] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: FasterThanSleepyfish on May 23, 2023, 01:57:15 AM
(https://i.imgur.com/5SoEcUj.jpg)

Hi folks, thanks for the patience in getting a proper "update" out. This one reworks the Nesasio sprite, buffs the Accordant (because the Pegasus and Executor exist, heh), and has custom relation texts. Plus a few more things, maybe I forgor [skull emoji].

Download in the main post! (https://fractalsoftworks.com/forum/index.php?topic=19115.msg298105#msg298105)

Changelog
(https://i.imgur.com/MzPLDft.png)
==========RC5===========

________GENERAL_________

-Added custom relation texts in the campaign

-Shortened planetary descriptions and docking prompts

-Legion (SF) should actually appear as a derelict in new games
   -Can still be a historian BP drop in saves using RC4
   -Stoopid fishe

-Federation Construction
   -Shield arc losses from 50/60/80/65% -> 45/50/55/60%
   -Weapon RoF changer no longer affects missiles
   -Removed debug floating-texts on disabled engines

-Probably some other things I forgot

_________SHIPS__________

-Legion (SF)
   -Reduced armor from 1550 -> 1400
   -Increased flux dissipation from 550-> 750
   -Increased flux capacity to 12000(?) -> 16000

-Accordant-class Battlecruiser
   -Trying to make it feel more tanky, but still mobile enough
   -Armor/hull increased to 1400/12500 respectively (about 20%)
   -Speed reduced from 60 -> 50
   -Increased shield efficiency from 0.9 -> 0.8
   -Increased flux capacity to 17000
   -Interdictor Array base range increased from 1000 to 1200

-Rebellion-class Battleship
   -Gained Missile Micro-replicator hullmod
   -Power Surge range increased from 1000 -> 1500

-Mod Rebellion-class Battleship
   -Large ballistic turrets changed to energy
   -Lost Heavy Ballistics Integration hullmod
   -Gained Integrated Burst Capactiors hullmod
   -Gained Missile Micro-replicator hullmod
   -Power Surge range increased from 1000 -> 1500

-Kestrel-class Cruiser
   -4 frontal small energies changed to ballistic
   -Universal mediums changed to ballistic
   -Flux dissipation increased from 550 -> 600
   -Removed Missile Microforge hullmod
   -Armor increased from 800 -> 1000
   -Hull increased from 7000 -> 10000
   -Armored Prow reflects changes to durability
   -Increased shield efficiency from 1 -> 0.9
   -Added Missile Autoloader hullmod
   -Added a rear small hybrid turret

-Nesasio-class Infiltrator
   -Sprite updated
   -Added one small energy mount replacing front coil
   -Changed small hardpoints from universals to missiles

-Cormorant-class Bomber Destroyer
   -Central ballistic turret is now Composite
   -Added Missile Micro-replicator hullmod.

________WEAPONS_________

-Red Drum launcher
   -Fires 3 shots, 1000 damage each
   -Changed sprite to reflect this

-Barracuda Torpedo Launcher
   -Damage changed from frag to energy
   -Torpedo acceleration increased from 25 to 150

-Hull Beam I, II
   -Decreased flux/damage ratio from ~0.9 -> ~0.4

-Most missiles
   -Increased HP to ~400
[close]
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: toastybro on May 23, 2023, 12:47:24 PM
Appreciate the mod and thanks so much for your work on it!
Looks like there is a typo in the ship data for the kestrel as of .99 RC5. its needing 225 supplies per month maintenance
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: FasterThanSleepyfish on May 23, 2023, 10:20:52 PM
Appreciate the mod and thanks so much for your work on it!
Looks like there is a typo in the ship data for the kestrel as of .99 RC5. its needing 225 supplies per month maintenance

Got it fixed, methinks. Oops. Redownload if you didn't already fix it by yourself!
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: toastybro on May 23, 2023, 11:42:50 PM
Appreciate the mod and thanks so much for your work on it!
Looks like there is a typo in the ship data for the kestrel as of .99 RC5. its needing 225 supplies per month maintenance

Got it fixed, methinks. Oops. Redownload if you didn't already fix it by yourself!

All good! Ive done some modding myself so i just pulled up the CSV around the time i reported it and fixed it up.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Spud_Johnson on May 29, 2023, 11:42:19 AM
The Centa's also missing
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: wolvenstorm on May 30, 2023, 08:41:56 PM
Could you keep the old version Accordant-class Battlecruiser as another version
it is a very good player ship. I like it's mobility and close range play style. The new version is so slow.
Is it possible make plasma burn ram don't sometimes flameout?For example onslaught(GH) from tahlan workshop can ram with no flameout
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Luftwaffles on June 02, 2023, 10:06:12 AM
The 'wings' on the Rebellion and Mod-Rebellion are in very slightly different places - visible if you rapidly switch between them in the refit screen. It's not a lot, but once you see it you can't unsee it. And now I'm not sure which version is the actually centered one, or if either is centered at all...
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Histidine on June 08, 2023, 07:36:40 AM
The tariffs for the StarFed-added markets (in Fed_Octavia.java) shouldn't have their tariffs set to 50%. Vanilla default is 30% (which is already arguably too high, hence Nex's modifier for tariffs).
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on June 09, 2023, 12:51:49 PM
Nice to play with this mod again, nice new sprites and THANK YOU for giving the legion some love.

One problem for me : the changes for the Kestrel.
The forward small energy emplacement changed for kinetic is strange fo me. I use them for PD and all Federation PD are energy, I don't really understand the change there...
2 of the medium emplacement as pure kinetic. I wont lie, it's just a nitpick here...
And last but not least, the return of the front shield... Why ? Why get a front shield on the Kestrel when you have the armored prow ? The omni shield was WAY better. I can understand front shield on the Battleships with the Zoltan subshield, but the Kestrel ?

And of the rant. Great mod overall.

PS : Love the new missiles ! Always try to add them in my loadouts.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on June 10, 2023, 09:10:46 AM
Ok. In my last post, I thanked you for the love you gave the Legion before I found it.

I have now found a derelic one and armed it... Please - PLEASE - do not nerf or buff it. It is PERFECT as it is now.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: FasterThanSleepyfish on June 14, 2023, 10:38:14 PM
Could you keep the old version Accordant-class Battlecruiser as another version
it is a very good player ship. I like it's mobility and close range play style. The new version is so slow.
Is it possible make plasma burn ram don't sometimes flameout?For example onslaught(GH) from tahlan workshop can ram with no flameout

I dunno about you, but I got a bit tired of the old Accordant. It was an Odyssey with nearly no "traits" like having to turn or rely on fighters. Just rush forward and kill, or be killed. The Mantis, Stormwalker, and Nesasio are essentially the same playstyle. Plus, now the Federation Legion exists as the signature "dash head-first into danger" boat!

The tariffs for the StarFed-added markets (in Fed_Octavia.java) shouldn't have their tariffs set to 50%. Vanilla default is 30% (which is already arguably too high, hence Nex's modifier for tariffs).

Sorry, I will reduce it to 40% for new campaigns.  :( But how else would they fund their massive military? Besides, the Octavia system has great places to dump your salvage like metals, so taking a penalty to profits is kind of a tradeoff.

The 'wings' on the Rebellion and Mod-Rebellion are in very slightly different places - visible if you rapidly switch between them in the refit screen. It's not a lot, but once you see it you can't unsee it. And now I'm not sure which version is the actually centered one, or if either is centered at all...

Vanilla modules are actually not "precisely" rendered on ship sprites in the refit screen. I am fairly sure they are mirrored in the ship editor! (If not, I will fix!)

Yeah they were all slightly askew, fixed that on my end. :-[

Nice to play with this mod again, nice new sprites and THANK YOU for giving the legion some love.

One problem for me : the changes for the Kestrel.

...

PS : Love the new missiles ! Always try to add them in my loadouts.

Thanks! Glad the Legion is serving well.

As for the Kestrel, I am sorry. I did at least increase its durability considerably, making it a much better anchor than a utility-heavy fighter. I will consider giving it back the omni shield, but it does have one more PD turret than the last iteration.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: TheKingChad on June 23, 2023, 05:55:05 PM
Spent about 40 hours playing a Federation only fleet and I am....both over and underwhelmed. I really like the ships, and the very distinct theme of them, but they don't...perform. After a lot of testing, I think the issue is the Cruisers and Caps trend slower than the average, tend to have lower dps over time, and seem VERY expensive in deployment costs compared to Standard factions. The smaller ships are very fragile, but fast with good dps. The smaller ships seem fine.

I would suggest either buffing speed for the Cruisers and Caps by 10-15, lowering DP costs 15-20 percent, or both. The DP overcasts is Really the biggest issue I would think, because they tend to both be more expensive and slower than the majority of the groups they fight, they tend to get slammed unless I am personally flying. The Rebellion deserves a special mention, as you CANNOT let the AI fly that thing. It WILL use its AOE ability and then die every time.

I really want to like them, but they just aren't there yet.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: wolvenstorm on June 23, 2023, 10:26:19 PM
I thought the Federation Legion is like a alpha version.because compare to Traumtänzer from Tahlan Shipworks.the Federation Legion have good missile angle and almost the same sustained missile amount. Need a big nerf

Just rush forward and kill, or be killed is not the way to play this kind of ship.I usually use the speed and burst dps to overload a flank because it is only 40dp.Maybe remove it is a good idea.because AI usually just rush forward and be killed
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Spud_Johnson on July 05, 2023, 07:34:37 AM
Centa is also missing from the poster
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Steklowata on July 11, 2023, 11:56:25 PM
Hi. I am new to Starsector modding. Is it compatible with previous 0.95.1a-RC6 version of the game?
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: mkx561 on July 14, 2023, 02:19:13 AM
can you please a downlod link for this version?
i am using 0.95a1 rc 6 i only started playing recently
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: MechaRauser on July 21, 2023, 11:09:16 AM
Ah, hi!

I am highly unsure if I am seeing things wrong, as i am arguably not the grand master of observation, haha- But, but it really seems like to me that, uhhh the fleet ship, the Perseverance if I got it right- It's fleetshield module doesn't seem to vent flux? I tested it in simulations and even in live battles, it just doesn't get rid of any of its flux, only getting rid of it via overload. I am not sure if that is intended or not, since the tooltip for the fleetshield makes note of a flux dissipation statistic, which confuses me regarding this matter. But probably misunderstanding something here, just wanna check for sure!

Oh also, question number two of mine that I've been wondering of, is there a way to propagate upgrades/enhancements to the shield modules themselves?
Do officer skills / hullmods or any other such thing affect them, or are their stats set in stone? Just wondering bout that.

Either way, love this mod a lot! I can't help but drift towards star federation weaponry and ships regardless of what faction I want to stick with, every run.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: SausageSnacks on August 10, 2023, 11:28:33 PM
Hey all

Just wanted to know where I could find the Stormwalker, Shirvan, Nisos, Basilisk and Mod-Rebellion classes of ships, do I have to get lucky with derelict ships? Or is there a specific way to get them? I can't find them in any Star Federation shops even with a commission, I added the mod from an already existing save, could this be an issue?
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: FasterThanSleepyfish on August 25, 2023, 12:23:59 AM
Hi. I am new to Starsector modding. Is it compatible with previous 0.95.1a-RC6 version of the game?

Apologies, it is not. I unfortunately forgot keep a compatible version with Starsector 0.95.1a RC6.

Ah, hi!

I am highly unsure if I am seeing things wrong, as i am arguably not the grand master of observation, haha- But, but it really seems like to me that, uhhh the fleet ship, the Perseverance if I got it right- It's fleetshield module doesn't seem to vent flux? I tested it in simulations and even in live battles, it just doesn't get rid of any of its flux, only getting rid of it via overload. I am not sure if that is intended or not, since the tooltip for the fleetshield makes note of a flux dissipation statistic, which confuses me regarding this matter. But probably misunderstanding something here, just wanna check for sure!

Oh also, question number two of mine that I've been wondering of, is there a way to propagate upgrades/enhancements to the shield modules themselves?
Do officer skills / hullmods or any other such thing affect them, or are their stats set in stone? Just wondering bout that.

Either way, love this mod a lot! I can't help but drift towards star federation weaponry and ships regardless of what faction I want to stick with, every run.

Hello! Yes, the fleetshield does have dissipation, but it is only soft flux dissipation by default. The only case where that changes is if an officer with shield modulation commands the ship, which gives it the ability to dissipate hard flux. It is supposed to have the always on shield, which gives it 8x the dissipation when it's overloaded.

Thank you for enjoying it!
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Moonshine Dusk on October 11, 2023, 01:34:11 PM
I have to ask out of pure curiosity, but what weapon loadout would you recommend for the Nessasio? I've been trying to make my faction prioritize phase ships and it's a difficult process for my smooth brain
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: DnaJur on October 28, 2023, 12:28:52 PM
Hit an IllegalArgumentException on FederationDesign.java:407. Looks like shieldRingOpacity is not correctly clamped on line 306. It is instead assigned to shieldInnerOpacity.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: cake on December 12, 2023, 09:40:59 PM
It's a little frustrating to have no standard weapons to stick on many of my ships, the faction has a lot more ballistic weapons mounts than I remember, but there still are no star fed ballistics(aside from the scrapshot)
some Go Ballistic! inspired cannons or something would be very nice to round out the arsenal
(https://i.imgur.com/unQKcyv.png)
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Nevrodin on December 14, 2023, 12:50:46 PM
I've loved this mod for years, great work on it. I was wondering what specifically 'Drone Targeting' hullmod does, given the 'Omnidrone' are the only things with it and you can't view fighter specific mods.

I can't play without the Federation and love the work you've put into them. I have to say they do seem a smidge on the weaker side compared to vanilla but I can't say I know enough about the specifics to state with confidence what it could be. Thank you so much for the time and effort you've put into this mod and I can't wait to see what the future holds for this lost little (not so little) faction.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Whiskey Project on December 19, 2023, 07:13:53 AM
Absolutely awesome mod! Love the FTL aesthetic. Somehow you managed to translate those into Starsector really well.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Ryder on January 29, 2024, 08:27:04 AM
Scaria planet got decivilized i am not able to recolonize it
error:
classcastexception
com.fs.starfarer.campagin.custom.campaginentity cannot be cast to com.fs.starfarer.campagin.campaginplanet

destroy colony doesnt remove the star federation ownership and the market doesnt exist

When simulating reblion class battleship the game crashes logs:

3306848 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [weapon-arcs-settings.json]
3306851 [Thread-3] INFO  data.scripts.plugins.fed_shipDeath  - Star Federation fed_shipDeath: init successful
3307353 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
3307977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
3306848 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [weapon-arcs-settings.json]
3306851 [Thread-3] INFO  data.scripts.plugins.fed_shipDeath  - Star Federation fed_shipDeath: init successful
3307353 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
3307977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.C.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Gabrielbsb on February 23, 2024, 03:29:00 PM
Any news of updates ?
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Shogouki on February 23, 2024, 05:00:19 PM
Any news of updates ?

SleepyFish hasn't logged in since Dec 27 so I'm hoping he's just taking a breather.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Meelock on February 24, 2024, 06:26:13 PM
Any news of updates ?

SleepyFish hasn't logged in since Dec 27 so I'm hoping he's just taking a breather.
On discord, he has been active today and a significant amount recently. I think we can expect an update in the next week or so.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Shogouki on February 24, 2024, 10:42:56 PM
Any news of updates ?

SleepyFish hasn't logged in since Dec 27 so I'm hoping he's just taking a breather.
On discord, he has been active today and a significant amount recently. I think we can expect an update in the next week or so.

Sweet, very good to know!  Thanks!
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Nexston0641 on February 27, 2024, 10:07:07 PM
Now that the Multiverse mod got officially full release build, will the maker of this mod consider adding ships and weapons and abilities/utilities, etc. of it into future updates of this mod?
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: JamesTripleQ on February 28, 2024, 12:22:13 AM
Now that the Multiverse mod got officially full release build, will the maker of this mod consider adding ships and weapons and abilities/utilities, etc. of it into future updates of this mod?

Multiverse didn't have a full release, they simply did a big update that has been in the making for 1.5 years. Also there aren't even Zoltan, Engi, Lanius or Crystal cruisers yet so if we are getting anything new my best guess would be that.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: FasterThanSleepyfish on February 29, 2024, 08:30:15 AM
Any news of updates ?

Hey guys, gals, and spacers. I'm still alive and kicking, although some health issues have made it hard to work on Star Federation. I'm currently in the middle of another batch of content creation and editing, and I'm pivoting towards some campaign stuff soon.

Thanks for being patient, and I'm sorry it's not ready in time for the update. You can go ahead and use the current version by changing the version line in mod_info.json, but be advised this next update will break saves.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Shogouki on February 29, 2024, 12:00:53 PM
Very sorry to hear about your health, I hope you recover quickly.  Thank you for your work!
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Dadada on February 29, 2024, 12:16:47 PM
health issues
I'm sorry it's not ready in time for the update.
Health issues are the worst ;_; , I wish you the best.
Nah, don't be, the mod is mega awesome but who cares about that, your health comes first. Once again I wish you the best and thank you for this awesome mod.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on March 02, 2024, 09:48:17 AM
Take your time, your health comes first.

Just hoping to have the Kestrel back to small energy weapons... And with an Omni Shield.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on March 09, 2024, 05:19:37 AM
Wait. I realised something disturbing....

I'm trying to do a pure Star Fed playthrough. As in : Only Star Fed ships, weapons and fighters.
And I realised that some of the average Fed ships ARE NOT compatible with the weapons of their Faction.

The Star Fed is mainly an energy based faction, with only 3 balistic weapons, and some of its ships can't equip the majority of the weapons, if any.

Here is a list of Base line ships (aka those you can find on the market) with this problem, I'm not including super ships or variants :

 The worst offenders, almost entirelly useless with only Star Fed weapons :
    - The Perseverance : all small weapons are balistic, the medium and large are balistic or composite.
    - The Resolute : Only balistic mount.
    - The Brava : All ballistic, and one small composite at the back.
    - The Hirondelle : 4 ballistic and 2 composites.

 Those are less hit by the ballistic problem, but it is still felt :
    - The Kestrel : the last change before the 0.97 has gutted this poster boy. The four small front weapons are left empty and the two medium on the side are left for the most useless part of the Fed arsenal. And it has the Build in Fed mod to boost energy weapons.
    - The Emerillon : One of the least hit with the problem, the two front small point can not be filled with Fed weapons.
    - The Cormorant : the 3 small mounts are ballistic, and the medium composite can't really compensate for it. I'm not so critical on the medium balistic since this ship is more of a missile platform, so the scrapshots actually work for it.
    - The Brane : 2 of the small hard points are useless, but the medium and synergy point can pull the weight.
    - The Byte : 2 useless small balistic.

This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.

And it's bugging me...
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: LAJ-47FC9 on March 09, 2024, 03:12:28 PM
Any news of updates ?

Hey guys, gals, and spacers. I'm still alive and kicking, although some health issues have made it hard to work on Star Federation. I'm currently in the middle of another batch of content creation and editing, and I'm pivoting towards some campaign stuff soon.

Thanks for being patient, and I'm sorry it's not ready in time for the update. You can go ahead and use the current version by changing the version line in mod_info.json, but be advised this next update will break saves.
Hey, you're alright, mate. Do what you can, when you can. I'm certainly in no position to judge for delaying content updates!
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: JamesTripleQ on March 09, 2024, 07:54:51 PM
Just a heads up, there's a new modular armor implementation from Knights of Ludd that allows you to see the armor modules in the bottom left of the combat UI. Since Star Fed has a few ships like that I thought I'd let you know. I hope you get well soon and can't wait to see what new stuff is coming.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: TimeDiver on March 09, 2024, 08:45:27 PM
This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.
And it's bugging me...
Seems as though there are (choose only one) two short-term solutions to resolve the issue:

1. Change the 'BALLISTIC' mounts in the affected .ship files to 'HYBRID'.

2. Edit the .wpn files, i.e. add "mountTypeOverride": "HYBRID" to said files.

Having said that, the above is not thoroughly tested for any possible consequences.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on March 10, 2024, 07:54:46 AM
This make 9 out of 21 baseline combats ships that do not benefit from their faction weaponry one way or another.
And it's bugging me...
Seems as though there are (choose only one) two short-term solutions to resolve the issue:

1. Change the 'BALLISTIC' mounts in the affected .ship files to 'HYBRID'.

2. Edit the .wpn files, i.e. add "mountTypeOverride": "HYBRID" to said files.

Having said that, the above is not thoroughly tested for any possible consequences.

Hum... Did not thought about doing that... Did not knew I could do that...

Thanks.

EDIT : Did it ! Even found how to change the front shield of the Kestrel into an omnishield !
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: digitalizedMind on March 21, 2024, 01:14:08 PM
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. (https://prnt.sc/2ygrmA8PK-6n) If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on March 22, 2024, 06:15:28 AM
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. (https://prnt.sc/2ygrmA8PK-6n) If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.

I haven't fought the Omega Boss in a while, but I think all it's weapons are Omega Weapons, wich are OP and/or shield piercing to begin with.

The large missiles killing frigate with good shields ? They are LARGE MISSILES. And them being OP with Ion weapons/fighters just mean they synergised well together.

The Star Fed is not an OP faction. From my experience, once they are invaded, they tend to fall fast. Not LC fast, but fast non the less. They may have good weapons, but their ships are not that tough besides a few outliers.

If the missiles are that much of a problem, I can only advise to either not use the mod or invest in point defense.

One question though : Do you use Star Fed weapons yourself since you play High Tech ? Because I'd though you would be glad to use them.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: evilphish on March 22, 2024, 06:31:39 AM
Is anyone using this with 0.97? Any incompatibilities or does it work fine after changing the version number in modinfo?
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Astrefernal on March 22, 2024, 07:14:11 AM
Is anyone using this with 0.97? Any incompatibilities or does it work fine after changing the version number in modinfo?

Work fine for me.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: Angelbird on April 01, 2024, 12:41:17 AM
stuff

Generally speaking, harping on about some disagreement you had in another subsection of the community about another user does little for your credibility. It's also generally frowned upon in any circumstance to make long-winded posts about how you were wronged by others because of some disagreement in opinion.

That being said, the fortress shields disable all weapons, including point defense, from firing. In the case where the AI was facing you, it was using Omega weapons which are extremely powerful. When you were facing the AI, it didn't understand how to react to the missile in question because it needs to be shot down by PD, but the AI sees a torpedo and pops fortress. I believe these two factors have strongly biased your viewpoint.

Monitors and paragons aren't gonna be able to facetank a shield piercing shot with their fortress shields up and guns down. I welcome this weapon because high tech tanks like the above are very stale. I understand the frustration from feeling like this faction has hardcounters to your playstyle. It's your choice to use whatever mods you wish. But perhaps consider whether your playstyle is so strong because it's an outlier that lacks effective counters and relies on ships that have outsized performance for their DP as a result, and you've come across a weapon that challenges this expectation.

I'd urge you to give this another try, using an escort Omen with an officer and modifications for the sake of maximizing its ability uptime and range for point defense needs. It should be able to disable any missiles fired with ease.

Anyways
I created a forum account and popped in to ask whether sleepyfish intends to publish this mod with any changes during 0.97, or if it's going to remain unupdated or otherwise just get a version update this patch cycle.
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: cake on April 03, 2024, 03:59:59 PM
I can't deny this mod has good sprites/audio and creative mechanics, but I can't enjoy it because the shield piercing weapons makes them not fun to fight (as a casual high-tech main).

I originally downloaded an older version of the mod because I wanted to play with the omega boss it adds, only to get my high tech fleet absolutely steamrolled by the shield-piercing missiles. Yes i'm sure it was the missiles that were the problem, my monitor flamed out in like 2 hits and died in 8 despite fortress shield being on. Savescummed and retried the battle a few times, still couldn't beat it despite no bonus XP due to battle difficulty so I assumed the mod was busted and uninstalled. Months later I had an argument on discord, one guy couldn't handle the fact I have a different opinion than him and resorted to insulting me to cope, some other guy suggested I was playing an older version of the mod so I reinstalled and experimented with the console mod.

I still believe it's absurd how quickly the large missiles can kill frigates with good shields, like a hyperion or a monitor. You could argue they're frigates and could just dodge them, but if they flame out to say a claw fighter or ion beam arc, there's nothing they can do besides die in like 4 barracuda hits regardless of effective shield HP.

They're also a massive threat to Paragons once their armor is down, since 1000 frag damage ain't exactly small. Especially when paragon's method of countering burst damage (fortress shield) doesn't save it, and it's weapons have far less range than the barracuda. You can literally solo the sim paragon with just a barracuda. (https://prnt.sc/2ygrmA8PK-6n) If this isn't broken, I don't know what is. Nothing in vanilla has shield piercing arcs this strong, besides Ziggy motes, but that's a lategame boss not your average cruiser. Discord has also argued sim battles "don't mean anything", not only is that straight up wrong depending on how you use the sim, but outside of a sim battle meant to test something you won't have one weapon and unused OP on a cruiser.

Not to mention there are also modded high tech ships that may have bad speed and armor, making them even more vulnerable to shield piercing torpedoes. For example, the Arachne-class advanced destroyer from Ship/Weapon Pack. Made of dollar-store quality tin foil as most high tech destroyers, it relies on advanced targeting core to not melt immediately. Barracudas turn it into a joke.

Keep in mind I'm not biased against strong faction mods. I downloaded the Hiver mod because I wanted a stronger enemy to fight, and I didn't uninstall it because they're fun to fight. Their weapons are intentionally overpowered, they are a challenge, but they don't cheese high tech fleets.

If shield pierce was fully removed from this mod then I would probably fall in love with it, but I prefer high tech fleets stay viable in my runs. But honestly I'm not expecting any changes at all, it seems unnecessary because I'm the only person who holds this opinion somehow. I just wanted to put this somewhere because people on discord seems to lose their mind when I complain about something that ignores shields being a problem for ships that rely on shields as a primary defense.
honestly I struggle to make a response other than "git gud" but to some extent that's the response. a lone monitor cannot survive in an enemy fleet, and you shouldn't expect it to, star fed actually counters itself pretty well, especially with the missiles, but in many of my star fed playthroughs, I never had an issue with defectors. the reason? point defense. a good fit ship will not be hardcountered by star fed missiles, and a paragon just laughs them off if it's properly fitted, and supported. this is why you test fleets and practice. reminder that shield penetration is a vanilla mechanic, and star fed, if anything, is slightly undertuned
Title: Re: [0.96a-RC10] The Star Federation v0.99-RC5 - Inspired by FTL (5/23/23)
Post by: CmrTachanka on April 07, 2024, 01:26:21 PM
stuff

Generally speaking, harping on about some disagreement you had in another subsection of the community about another user does little for your credibility. It's also generally frowned upon in any circumstance to make long-winded posts about how you were wronged by others because of some disagreement in opinion.

That being said, the fortress shields disable all weapons, including point defense, from firing. In the case where the AI was facing you, it was using Omega weapons which are extremely powerful. When you were facing the AI, it didn't understand how to react to the missile in question because it needs to be shot down by PD, but the AI sees a torpedo and pops fortress. I believe these two factors have strongly biased your viewpoint.

Monitors and paragons aren't gonna be able to facetank a shield piercing shot with their fortress shields up and guns down. I welcome this weapon because high tech tanks like the above are very stale. I understand the frustration from feeling like this faction has hardcounters to your playstyle. It's your choice to use whatever mods you wish. But perhaps consider whether your playstyle is so strong because it's an outlier that lacks effective counters and relies on ships that have outsized performance for their DP as a result, and you've come across a weapon that challenges this expectation.

I'd urge you to give this another try, using an escort Omen with an officer and modifications for the sake of maximizing its ability uptime and range for point defense needs. It should be able to disable any missiles fired with ease.

Anyways
I created a forum account and popped in to ask whether sleepyfish intends to publish this mod with any changes during 0.97, or if it's going to remain unupdated or otherwise just get a version update this patch cycle.

On the Unofficial Starsector Discord, Sleepy is currently working on sprites for the new Starfed update, along with reworking some ships.