InterstellarFederation v1.27
-Incorporated balance updates & unique names, special thanks to LostInTheWired!
-Modified weapon sound for neutron weapon system
InterstellarFederation v1.26
=Compatibility Patch by kazi=
-Special Thanks to kazi for making IFED compatible with 0.6.1a
-Updated sounds.json file for compatibility
-Modified internal fleet objectives for mission compatibility
-Added some of the IFed ships as possible opponents in the simulator
-Added an easter-egg Antares variant
InterstellarFederation v1.25
=File Changes=
-IFed now supports Starsector 0.54.1a
-Updated descriptions
-Updated ship_data
-Updated faction data
InterstellarFederation v1.234
=File Changes=
-Added ship description for Helios
-Added ship description for Orion
-Added ship description for Scythe
-Added ship description for Tahoe
-Added ship description for Trexel
-Added ship description for Zephyr
-Changed ship description for Mercury
-Changed ship description for Toa
-Added weapon description for HV50
-Added weapon description for HV75
-Added weapon description for HV100
InterstellarFederation v1.233
=File Changes=
-Fixed Helios and Montana crashes caused by bad AI in .system files.
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InterstellarFederation v1.232
=Ship Changes=
Helios
-helios_Assault variant weapon groups fixed
=File Changes=
-lancer_dual.wpn fire sound and smokespec fixed
-lancer_dual.wpn projectileSpecID changed to lancer_torp
-lancer.wpn projectileSpecID changed to lancer_torp
-hadron_shot.proj properly renamed
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.231
=Ship Changes=
Helios
-helios_Assault loadout changed
=File Changes=
-Added Helios to fleet compositions and station cargo
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InterstellarFederation v1.23
=Ship Changes=
-Added Helios Assault Ship
Montana
-Ship range increased to 66
=Weapon Changes=
-Added Neutron Gun system
X-Flare Launcher system
-Now has unlimited uses, 15 second cooldown
Torpedo Launcher system
-Max uses reduced to 2, 20 second regen, reduced cooldown
Lightning Gun
-Cooldown increased to 5 seconds
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.22
=Ship Changes=
Added the following ship systems:
-Defense Matrix
-Hadron Transporter
-Medium Attack Drones
-Minelayer
-Lightning Gun
-Torpedo Launcher (currently unused)
-X-Flare Launcher
These ships received the following systems:
Note, "SYSTEM" weapon mounts have been added as needed, please update all IFed .ship files for mod compilations.
Titan, added hadron transporter
Auria, added maneuvering jets
Antares, added med attack drones
Yukon, added lightning gun
Ballista, added defense matrix
Mercury, added drone sensor
Ares, added x-flare launcher
Montana, added minelayer
Toa, added ammofeed
Defiant, added ammofeed
Vixen, added fastmissileracks
Shogun, added drone_sensor
-Changed designation to Command Ship
Zephyr, added drone point defense x2
Scythe, added burndrive
Dakota, added flare launcher
Rickshaw, added flare launcher
Echo, added flare launcher
Albatross, added ammofeed
Mazerk, added flarelauncher
Orion, added flarelauncher
Tahoe, added flarelauncher
Trexel, added flarelauncher
Shogun
-Changed designation to Command Ship
=File Changes=
-Added ship system weapons to weapon_data.csv
Torpedo Launcher
Mine Layer
X-Flare Launcher
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.21
=Ship Changes=
Antares
-Hangar size increased from 10 to 20
Ares
-Armor increased from 765 to 875
-Hangar size increased from 6 to 15
-Base value decreased from 20000 to 18000
Yukon
-Hangar size increased from 8 to 15
Montana
-hitpoints increased from 8000 to 10000
-Armor increased from 825 to 1350
-Max Flux increased from 5500 to 6000
-Flux disp increased from 320 to 325
-Ordinance increased from 75 to 90
-Cargo increased from 270 to 400
-Fuel increased from 220 to 250
-Shield strength decreased
-Max crew increased to 300
-Mass increased
Mercury
-Base value decreased from 22000 to 20000
Toa
-Hangar size increased to 5
Shogun
-Hangar size increased to 5
Tahoe
-Hangar size increased to 15
Mazerk
-Hangar size increased to 25
Scythe
-Flux disp increased from 160 to 165
Dakota
-Hangar size increased from 0 to 4
-Base value increased from 5100 to 5200
Hornet
-Base value reduced from 7500 to 7000
Draken
-Now a strike fighter with several changes (changed ship_data, wing_data, variant, ship.file)
Foxbat
-Refit cost increased from 3 to 4
-Base value increased to 2500
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.2
=Ship Changes=
-Added Montana-class Utility Cruiser
-Added Albatross-class Attack Ship
-Added Tracer Heavy Bomber wing
-Added Foxbat Fighter wing
Titan
-Number of launch bays increased to 4
Auria
-Added launch bays
-Launch bay location changed
Antares
-Added launch bays
-Launch bay location changed
Yukon
-Launch bay location changed
Ares
-Launch bays added to sprite
-Launch bay location changed
Rickshaw
-Base value reduced from 6000 to 4200
-Flux disp reduced from 150 to 120
Scythe
-Fleet points reduced from 6 to 5
Hornet
-Armor increased from 55 to 75
-Decreased mass
-Reduced Wing fleetpoints from 7 to 6
-Recuded Wing price from 9000 to 7500
-Removed Wing hyperdrive
=Weapon Changes=
Thunderchief
-Improved PD performance
-Increased damage from 35 to 40
=File Changes=
-Added Zephyr, montana, tracer, foxbat to convoy cargo
-Added montana, tracer, foxbat to station cargo
-Updated the following ship sprites to include launch bays: Ares, Yukon, Antares, Auria, Titan
-Removed convoy spawn redundancy in SectorGen
-Reduced days between convoy spawn from 10 to 8
-Changed fleet compositions to account for new ships (both added and removed ships from fleets)
-Added advancedPatrol to fleet compositions
-Descriptions updated for Echo, Rickshaw, Omega Bomb
-Descriptions added for Albatross, Auria, Ballista, Dakota, Montana, Defiant, Mazerk
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.19
=Ship Changes=
-Added Zephyr-class Strike Carrier
-Added Draken Interceptor wing
-Added Hornet Fighter wing
Titan
-Fixed launch bays
Toa
-Side energy hardpoints changed to turrets
-Forward small hardpoints arc reduced to zero
Mercury
-Flux disp increased from 400 to 480
-Max flux increased from 7000 to 8000
Ballista
-Flux disp increased from 485 to 510
-Max flux increased from 8000 to 9000
-Shield efficiency improved
Vixen
-Medium ballistic hardpoint changed to universal so players can add up to four launchers
-Shield efficiency improved
-Hitpoints decreased from 5500 to 4500
-Price reduced
Dakota
-Hitpoints increased from 1950 to 2200
-Max Flux increased from 1800 to 1950
-Shield efficiency improved
Shogun
-Flux disp increased from 235 to 255
-Price reduced
Echo
-Speed and handling improved
-Armor decreased from 300 to 285
=Weapon Changes=
HV Series
-Damage increased
Mass Driver
-Damage and EMP reduced
=File Changes=
InterstellarFederationSpawnPoint.java
-Added supplyConvoy, fuelConvoy, sectorPatrol, and personnelConvoy to spawn list
-Added zephyr, draken wing, hornet wing to convoy cargo
-Global message comments updated
InterstellarFederationSectorGen.java
-Added zephyr, draken wing, hornet wing to station cargo
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.18
=Ship Changes=
-Added Yukon-class Prototype Destroyer
=Weapon Changes=
-Harpy
-Firing rate increased
-Burst size increased to 4
-Ammo increased from 16 to 30
-Damaged reduced from 400 to 285
-OP increaed from 8 to 10
-Thunderchief
-Engery per shot reduced from 15 to 12
=File Changes=
-Enforcement fleet composition changed
-IFCargo spawn changed, added Light Assault Guns, Yukon, more crew
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.17
=Ship Changes=
-Added Mercury-class Prototype Gunship
-Titan
-Fixed launch bays
-Auria
-Ordinance increased from 310 to 320
-Base value increased from 120000 to 130000
-Ballista
-Removed hangar slots
-Ares
-Added launch bay
-Hangar size increased from 4 to 6
-Toa
-Removed hangar slots
-Orion
-Base price increased from 7200 to 8000
=Weapon Changes=
-Citadel
-Fixed turret offsets
-Peacemaker
-Fixed turret offsets
=File Changes=
-Forsaken Relics I mission text modified
-Enforcement Fleet max fleepoints decreased from 300 to 200
-Enforcement Fleet ship composition changed
-Mercury added to factions and cargo data
-Mercury description added
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.162
=Weapon Changes=
-Added Nucleon Ram
-Peacemaker
-Price decreased from 12000 to 7000
-Lancer Torpedo
-Ammo increased from 2 to 5
-Damage decreased from 6000 to 3000
-Lancer Quad
-Changed in name LRM to LRT
-Ammo increased from 4 to 16
-Damage decreased from 6000 to 3000
-Increased burst size and reload time
-Lancer Dual
-Changed in name LRM to LRT
-Ammo increased from 2 to 12
-Damage decreased from 6000 to 3000
-Chardgedown increased from
-Increased burst size and reload time
=File Changes=
-Edited descriptions for several weapons
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.161
=File Changes=
-Fixed bug with earthcracker.ship that was causing the game to occasionally crash on startup
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.16
=Ship Changes=
-Added Ballista-class Anti-Captial Ship
-Ares
-ares_Standard variant loadout changed
-Defiant
-Turn acceleration increased from 50 to 65
-Cost increased from 9500 to 10000
-Orion
-Medium hardpoint arc reduced from 120 to 0
-orion_Standard variant loadout changed
-Mazerk
-Medium hardpoint arc reduced from 120 to 0
-mazerk_Standard variant loadout changed
-Tahoe
-Medium hardpoint arc reduced from 120 to 0
-tahoe_Standard variant loadout changed
-Trexel
-Medium hardpoint arc reduced from 120 to 0
-trexel_Standard variant loadout changed
=Weapon Changes=
-Added Peacemaker
-Mass Driver
-Price increased from 5500 to 8500
-Hadron Accelerator
-Price increased from 30000 to 80000
-Omega Device
-Price increased from 60000 to 95000
-HV50
-OP cost decreased from 7 to 5
-Citadel PD changed from medium mount to large
=File Changes=
-Added Ballista-class to scripts, factions-fleets
-Added Citadel PD to scripts
-Added Cain to scripts
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.151
=File Changes=
-Mission tweaks
-Mission icons changed
////////////////////////////////////////////////////////////////////////////////////////////////////////////
IFed CHANGELOG ARCHIVE v1.00-1.15:
http://dl.dropbox.com/u/66999462/IFed_CHANGELOG%20ARCHIVE%20v1.00-1.15.txt
////////////////////////////////////////////////////////////////////////////////////////////////////////////
that's a big missile you got there.No, keptin's just happy to see you.
Is it possible to design a missile-type weapon that, in place of an explosive payload of any kind, instead mounts a one-shot version of a starship weapon?Sounds like a sweet idea, but I have absolutely no idea how to implement it. The api is great, but we're still pretty limited.
Beam missiles are planned for future updates IIRC. At least i do remember Alex`s post about graphics for such missiles already done.
Just thinking of how exactly are beam missiles going to work?
Just have to ask: where do you set the coordinates for the missile when it comes out of the barrel? mine always comes out at the sides of the barrel.
"size":[30,63],
"center":[15,31.5],
"hardpointOffsets":[2, 0],
"turretOffsets":[2, 0],
"hardpointOffsets":[8, 24, 8, 8, 8, -8, 8, -24],
"turretOffsets":[8, 24, 8, 8, 8, -8, 8, -24],
Just have to ask: where do you set the coordinates for the missile when it comes out of the barrel? mine always comes out at the sides of the barrel.
Nice... Can't wait to integrate into my mod properly! Let's talk a little bit about lore. Are they generally hostile towards Hegemony or TT? Piratey or kind of Independant? How did they reach Corvus? Where do they resupply? (some sort of Gateway Station near the border of Corvus?)
How do you invision your mods ships fitting into the balance of the campaign mode? eg. junk pirates have more powerful weaponry but with limited range and fairly flimsy destroyer and frigate hulls.
InterstellarFederation v1.07 is live! Now integrated as a race in the campaign, just start a new game! Also, more descriptions and balance tweaks.
Are you 100% sure it'll be comatible with other mods?
Nope, that's your job. 8)
Will there be a more compatible friendly approach to this mod?
Do they have a station as you set them?
InterstellarFederation v1.08 posted! Added Rickshaw-class strike frigate and Ajax-class scout. InterstellarFederation now has improved campaign compatibility with other mods thanks to Uomoz. Some additional descriptions and balance changes.
Guess there's no credit for me in my successfull attempts to make it mod compatible aswell :-\
Though my version isin't released yet (Hint: will be released today) i am still a sad panda.
InterstellarFederation v1.08 posted! Added Rickshaw-class strike frigate and Ajax-class scout. InterstellarFederation now has improved campaign compatibility with other mods thanks to Uomoz. Some additional descriptions and balance changes.
Guess there's no credit for me in my successfull attempts to make it mod compatible aswell :-\
Though my version isin't released yet (Hint: will be released today) i am still a sad panda.
@keptin: I'll need to rename the Ajax in my compilation (hullname is already present in Lotus), nonetheless I love this designs. Keep up the great work!
Glad you guys liked it, it was fun making it. No freebies, but I'll toy around with something else in the future if there's time.
If the other races in Omega's Minimash aren't also balanced to vanilla, that could explain the discrepancy.
InterstellarFederation v1.10
=Ship Changes=
-Titan:
-titan_Siege varient WS10, WS11, WS12, WS13, WS9 changed from railgun to HV50
-titan_Siege varient WS16, WS17 changed from hveldriver to massdriver
-titan_Siege varient WS6 changed from gauss to hadron
-titan_Siege varient removed advanced optics
-titan_Siege varient fluxvents increased from 24 to 35
-Ares:
-Ship Class changed from Captital Ship to Cruiser
-Armor increased from 750 to 765
-Flux Disp increased from 350 to 360
-Ordinance increased from 100 to 105
-ares_Standard varient WS 7, WS8 changed from lightdualac to HV50
-changed description
-Toa:
-Armor decreased from 575 to 475
-Price decreased from 13000 to 9000
-Max Flux increased from 4200 to 4400
-Flux Disp increased from 255 to 260
-Shogun:
-shogun_Support varient WS4 changed from heavyneedler to HV75
-shogun_Support varient fluxvents increased from 3 to 6
-Defiant:
-deviant_Assault varient WS5, WS6 changed from lightneedler to HV50
-deviant_Assault varient fluxvents increased from 9 to 13
-Dakota:
-Cargo increased from 75 to 85
-Fuel increased from 40 to 60
-dakota_Standard varient WS2 changed from railgun to HV50
-Rickshaw:
-Ordinance increased from 40 to 50
-Max Flux increased from 2100 to 2200
=Weapon Changes=
-Added Harpy Missile Launcher
-Added HV50 Autogun
-Added HV75 Autogun
-Added Mass Driver
-Added Hadron Accelerator
-Removed Dragon Missile Launcher
-Removed Cheetah Missile Launcher
-Piranha Launcher:
-Decreased range from 2000 to 1000
-Increased flechette (warhead) damage from 365 to 395
-Increased turnacc from 280 to 300
-Decreased chargedown from 10 to 8
-Increased ammo from 6 to 8
-Decreased missile damage from 3500 to 2000
-Omega Device:
-Decreased damage from 80000 to 30000
-Reduced explosion radius from 2500 to 1500
-Reduced core radius from 700 to 500
-Weapon Sprite updates:
-Updated Mark7Launcher.png sprite
-Updated Mark7Launcher_dual.png sprite
-Updated LancerTorp.png sprite
=File changes=
-Added sounds.json in data/config
-Added ultraheavy_burst.wav
-Added ultraheavy_chargeup.wav
InterstellarFederation v1.11
=Ships changes=
-Ares
-Changed Description from Destroyer to Heavy Destroyer
-Vixen
-Changed type from Frigate to Destroyer
-Increased price from 6500 to 8750
-Increased fleetpts from 8 to 9
-Changed Description from Frigate to Missile Ship
-Decreased number small mounts from 5 to 3
-Increased number medium mounts from 2 to 4
-vixen_Assault several weapon changes to accomodate new hull
-vixen_Standard several weapon changes to accomodate new hull
-vixen sprite updated
-Ordinance increased from 55 to 65
-Shogun
-shogun_Assault WS1,WS2 changed from railgun to HV50
-shogun_Support group 3 changed from alternating to linked
-Titan
-Added 2 hidden launch bays
=Weapon Changes=
-Added HV100
-Thunderchief
-Changed Thunderchief sprite/s
-Decreased damage to 35/shot
-Increased burst size from 1 to 2
-Decreased energy/shot to 15
-Increased accuracy
-Proj speed increased from 600 to 900
-Changed .wpn turret order for more randomness
=File changes=
-added generators.csv to enable IFed campaign spawn
-updated IFed spawn & convoy scripts with Uomoz's handywork
InterstellarFederation v1.12
=Ship Changes=
-Added Auria-class Battleship
-Titan
-Max flux increased from 16000 to 18000
-Shield upkeep decreased from 0.6 to 0.25
-Flux disp increased from 1200 to 1400
-Hitpoints increased from 16000 to 20000
-Armor decreased from 1450 to 1275
-Hangar size increased from 35 to 40
-Price value increased from 160000 to 180000
-Antares
-Max flux increased from from 10000 to 12000
-Shield upkeep decreased from 0.4 to 0.3
-Flux disp increased from 650 to 750
-Shield efficiency increased from 0.8 to 0.9
-Hitpoints increased from 10000 to 13000
-Armor increased from 1000 to 1250
-Ares
-Max flux increased from 6000 to 6500
-Hitpoints increased from 6000 to 9000
-Shield upkeep decreased from 0.4 to 0.3
-Shogun
-Max flux increased from 2800 to 3500
-Flux disp increased from 215 to 235
-Shield upkeep decreased from 0.4 to 0.3
-Shield efficiency increased sfrom 0.9 to 0.95
-Shield arc increased from 150 to 200
-Vixen
-Hitpoints increased from 2200 to 5500
-Max armor increased from 285 to 315
-Flux disp increased from 180 to 210
-Shield upkeep decreased from 0.4 to 0.2
-Shield efficiency increased from 0.9 to 1.0
-Toa
-Max flux increased from 4400 to 4500
-Shield arc increased from 180 to 280
-Defiant
-Max flux increased from 4000 to 5000
-Flux disp increased from 300 to 325
-Shield arc increased from 160 to 200
-Stabber
-Hitpoints increased from 1675 to 2000
-Echo
-Max speed increased from 170 to 185
-Acceleration increased from 150 to 160
-Deceleration increased from 75 to 80
=Weapon Changes=
-Hadron Accelerator
-Turn rate increased from 1 to 2
-.wpn Slot size changed from medium to large (oops)
-HV100 Autogun
-Impact increased from 40 to 60
-Turn rate decreased from 10 to 6
-OP increased from 12 to 16
-Ammo decreased from 320 to 275
-Locktide MLRS
-Damage increased from 500 to 650
-Proj speed increased from 350 to 450
-Projectile hitpoints increased from 35 to 105
-Launch speed increased from 250 to 350
-Ammo increased from 90 to 200
-Riptide MLRS
-Damage increased from 195 to 225
-Proj speed increased from 350 to 450
-Projectile increased hitpoints from 35 to 65
-Launch speed increased from 250 to 350
-Ammo increased from 72 to 160
=File Changes=
-Added HV50, HV75, HV100, Hadron Accel, Mass Driver, Auria hull to IFed station cargo
-Added Auria hull to convoy cargo
-Changed factions Enforcement Fleet makeup to include Auria-class Battleship
InterstellerFederation v1.13
=Ship Changes=
-Auria
-Center of Mass & Bounds changed
-Defiant
-Turn accel increased from 55 to 60
-Shogun
-Speed and handling improved
-Toa
-Price increased from 9000 to 10000
=Weapon Changes=
-Added Citadel PD System
-Added Cain
-Harpy
-OP cost decreased from 10 to 8
=File Changes=
-Added description for Citadel PD
-Added description for Cain
-Added description for Thunderchief
-Added description for Mass Driver
Playing with the Hardon Accelerator is like not masturbating for a week then having a day long wank session....soooooo fustrating but soooooo good.
InterstellarFederation v1.132
=Weapon Changes=
-Fixed problem with Cain ammo
InterstellarFederation v1.131
=Ship Changes=
-Auria
-auria_Standard varient WS26, mjolnir replaced with cain
Cain; shoots destroyers dead at a thousand paces:
InterstellarFederation v1.133
=Ship Changes=
-Defiant
-Price changed from 9000 to 9500
-Shogun
-Price increased from 7500 to 8500
-Fleet points decreased from 9 to 8
-Vixen
-Price increased from 8750 to 9000
-Dakota
-Armor decreased from 275 to 250
-Price increased from 4500 to 5100
-Echo
-Price increased from 3000 to 3600
=Weapon Changes=
-Cain
-Turret offsets changed so turret recoil corresponds to the correct turret
-Damage reduced from 1250 to 1100
-EMP increased from 150 to 175
-Price decreased from 22000 to 13500
-Mass Driver
-EMP reduced from 150 to 75
-OP cost increased from 15 to 17
-Energy/shot increased from 1200 to 1350
-Charge down increased from 0.3 to 0.35
-Price increased from 4000 to 5500
-Hadron Accelerator
-Price increased from 15000 to 30000
InterstellarFederation v1.14
=Ship Changes=
-Added Orion-class Hypertug
-Added Mazerk-class Superbarge
-Added Tahoe-class Cargo Barge
-Added Trexel-class Fuel Barge
-Titan
-Base value increased from 180000 to 190000
-Auria
-Auria_Standard variant fluxvents decreased from 40 to 36
-Base value increased from 80000 to 120000
-Ares
-Loadout changed on ares_Standard variant
-Rickshaw
-Collision bounds improved
-Price increased from 5500 to 6000
-Armor decreased from 235 to 230
-Small missile mount changed to medium
-Loadout changed on rickshaw_Standard variant
-Loadout changed on rickshaw_Strike variant
-Stabber/Scythe
-Renamed to Scythe (bye bye stabby)
-Aligned off-center engine thrust
-Loadout changed on scythe_Fighter variant
-Loadout changed on scythe_Frigate variant
-Echo
-Hangar removed
-Base value increased from 3500 to 3600
=Weapon Changes=
-HV75
-Damage per shot decreased from 155 to 100
-Turn rate increased from 10 to 12
-HV50
-Damage per shot decreased from 75 to 30
-OP cost decreased from 12 to 10
-HV100
-Range increased from 900 to 1200
-Damage per shot decreased from 340 to 265
-OP cost increased from 16 to 20
=File Changes=
-Changed Stabber name to Scythe in factionsdata, scripts, shipdata, variants, graphics, filenames
-Updated Omega Bomb description
-Mazerk, Orion, Tahoe, Trexel added to factionsdata, scriptsdata
Cargo ships are the fireworks of the galaxy.
InterstellarFederation v1.15
=Ship Changes=
-Echo
-Designation changed from Frigate to Scout
-Mazerk
-Updated sprite
-Tahoe
-Updated sprite
-Trexel
-Updated sprite
=File Changes=
-Added missions Forsaken Relics and Forsaken Relics 2 plus mission assets
////////////////////////////////////////////////////////////////////////////////////////////////////////////
InterstellarFederation v1.16
=Ship Changes=
-Added Ballista-class Anti-Captial Ship
-Ares
-ares_Standard variant loadout changed
-Defiant
-Turn acceleration increased from 50 to 65
-Cost increased from 9500 to 10000
-Orion
-Medium hardpoint arc reduced from 120 to 0
-orion_Standard variant loadout changed
-Mazerk
-Medium hardpoint arc reduced from 120 to 0
-mazerk_Standard variant loadout changed
-Tahoe
-Medium hardpoint arc reduced from 120 to 0
-tahoe_Standard variant loadout changed
-Trexel
-Medium hardpoint arc reduced from 120 to 0
-trexel_Standard variant loadout changed
=Weapon Changes=
-Added Peacemaker
-Mass Driver
-Price increased from 5500 to 8500
-Hadron Accelerator
-Price increased from 30000 to 80000
-Omega Device
-Price increased from 60000 to 95000
-HV50
-OP cost decreased from 7 to 5
-Citadel PD changed from medium mount to large
=File Changes=
-Added Ballista-class to scripts, factions-fleets
-Added Citadel PD to scripts
-Added Cain to scripts
Indeed, this mod is fleshing out nicely!
It's got a fixed large universal hardpoint up front. A powerful ship in one direction, forward, which makes it vulnerable in large engagements.Oh, I see it now, somehow it just blended in with the vessel. Good, in it's own way.
InterstellarFederation v1.161
=File Changes=
-Fixed bug with earthcracker.ship that was causing the game to occasionally crash on startup
Does this work with the newest version of starfarer, 0.52a?
InterstellarFederation v1.162
=Weapon Changes=
-Added Nucleon Ram
-Peacemaker
-Price decreased from 12000 to 7000
-Lancer Torpedo
-Ammo increased from 2 to 5
-Damage decreased from 6000 to 3000
-Lancer Quad
-Changed in name LRM to LRT
-Ammo increased from 4 to 16
-Damage decreased from 6000 to 3000
-Increased burst size and reload time
-Lancer Dual
-Changed in name LRM to LRT
-Ammo increased from 2 to 12
-Damage decreased from 6000 to 3000
-Chardgedown increased from
-Increased burst size and reload time
=File Changes=
-Edited descriptions for several weapons
And a fanfic.
OHMY.jpg
Command & Conquer
But what can you put on the five small slots on the port side?
Got a problem with the Cain :'(
5870893 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
Piranha Missile Launcher could get some minimum distance/flight time before setting off the shrapnel...
lower the max FP on the Enforcement Fleet
It is something else as I have allready tried that.
It is something else as I have allready tried that.
The error you're getting is related to the sound file. He might not have included the IFed config/sounds.json file or the contents in it that are used to reference railgun_burst.wav as "railgun_burst" in the cain.wpn file.
Without the config/sounds.json file, all weapons with custom sfx will throw an error. This is something that should be posted in the Omega Minimash thread so Omega can fix it.
Edit: Got it to work but without sound.
And you are bad at reading the forum are you not?
Edit: Got it to work but without sound.
And you are bad at reading the forum are you not?
Whoa buddy, how is it me who isn't reading? I've told you how to fix it three times and it's not even my mod. A pound symbol only comments out the code, it doesn't solve the problem.
Titan launch bay fix is here until v1.7: http://fractalsoftworks.com/forum/index.php?topic=2012.msg34652#msg34652
http://www65.zippyshare.com/v/13638581/file.htmlTitan launch bay fix is here until v1.7: http://fractalsoftworks.com/forum/index.php?topic=2012.msg34652#msg34652
Still no luck :'(
Have replaced the titan.ship in the hulls folder with the text you get when you download your file.
Can you see in the codex if the ship changes the amount of lunch bays?
InterstellarFederation v1.17
=Ship Changes=
-Added Mercury-class Prototype Gunship
-Titan
-Fixed launch bays
-Auria
-Ordinance increased from 310 to 320
-Base value increased from 120000 to 130000
-Ballista
-Removed hangar slots
-Ares
-Added launch bay
-Hangar size increased from 4 to 6
-Toa
-Removed hangar slots
-Orion
-Base price increased from 7200 to 8000
=Weapon Changes=
-Citadel
-Fixed turret offsets
-Peacemaker
-Fixed turret offsets
=File Changes=
-Forsaken Relics I mission text modified
-Enforcement Fleet max fleepoints decreased from 300 to 200
-Enforcement Fleet ship composition changed
-Mercury added to factions and cargo data
-Mercury description added
Thanks for the feedback guys, I'll see what I can do in the next patch, but it might be a ways off as I'm very busy. I agree the Harpy is underpowered quite a bit--it makes up for much of it in striking 90% of the time and having a huge ammo rack, but they could use a buff.
I can change the behavior of the large IFed fleets to stay near their planet, with smaller patrols roaming the system. At this point, the mod is deved primarily for Uomoz's Corvus and less as a standalone mod. With Uomoz taking much of that stuff into his own hands, I've been able to spend my time elsewhere, but I'll look into it.
You'd gather carrier group, then spend a CP telling the titan to ignore that order. The player can equip enough superweapons to the Titan to lob one-volley battleship kills from a great distance; it's a big slow target and needs to position itself carefully for effective broadsides--you have to micromanage it.Too bad the lopsided weapons gives my crazy OCD (I hate myself :-\)
Unlike the Auria, the Titan is high maintenance flagship such that if you let the AI be careless with it, you'll end up wasting 25 fleetpoints. It's got unmatched firepower, decent armor, and a large (but not the largest) hangar, but its difficulty to control means the player should be piloting it. This is one way that I've balanced it; changing its firepower and hangar size would make it a different ship and without requiring player micro, it'd be an autonomous death machine.
1) Asymmetry FTW.
2) Asimmetry is awesome to give ships weakpoints. It's an easy way to balance a big ship.
why would anyone build ships with blindsides ???
But in 3D or 2D space its different. When combat can happen in any direction why make any side weaker. The ac-130 is designed to shoot the ground so only one side needs to be aimed there.why would anyone build ships with blindsides ???
Sometimes function, design or current engineering technologies makes an asymmetrical design the better one. A real world example, https://en.wikipedia.org/wiki/Lockheed_AC-130
When combat can happen in any direction why make any side weaker.
InterstellarFederation v1.18
=Ship Changes=
-Added Yukon-class Prototype Destroyer
=Weapon Changes=
-Harpy
-Firing rate increased
-Burst size increased to 4
-Ammo increased from 16 to 30
-Damaged reduced from 400 to 285
-OP increaed from 8 to 10
-Thunderchief
-Engery per shot reduced from 15 to 12
=File Changes=
-Enforcement fleet composition changed
-IFCargo spawn changed, added Light Assault Guns, Yukon, more crew
Uses the most cutting edge untested technology to defeat the Scourge.
Uses the most cutting edge untested technology to defeat the Scourge.
But why? The Scourge just wants to HUG you all.
Shields up, they will give hell.
Shields down, they just poke you :)
By the way, the Mercury and the Yukon aren't in the current Uomoz version. I'd love to try them out, though. Hopefully the next UC version will include 1.18.
That said, I had a lot of trouble making the Mercury very effective, and even with its current build it seems to lack oomph.
I have to disagree with you about the Mercury. I'm currently running around with the Mercury equipped with 2 Mass Drivers, 4 light needlers, a Lancer Torpedo as my Medium Turret and asorted AA, and I feel like its just what the IF needed, a sturdy well armed heavy cruiser thats in between the Ares and the Antares. Before this there was a huge gap between the crusiers and the capital ships in terms of mounts, flux capacity and armor, and I feel like this is a stepping stone between the two.
Thanks for the great feedback guys, it's much appreciated! It's fun to hear tales of IFed conquest and failure.
Fighters and carriers are the next focus of the mod, that includes ironing out the Titan's launch bay issues once and for all. Along with this will come some balance changes and housecleaning--all will be listed in the change log upon v1.19 release.
InterstellarFederation v1.19
=Ship Changes=
-Added Zephyr-class Strike Carrier
-Added Draken Interceptor wing
-Added Hornet Fighter wing
Titan
-Fixed launch bays
Toa
-Side energy hardpoints changed to turrets
-Forward small hardpoints arc reduced to zero
Mercury
-Flux disp increased from 400 to 480
-Max flux increased from 7000 to 8000
Ballista
-Flux disp increased from 485 to 510
-Max flux increased from 8000 to 9000
-Shield efficiency improved
Vixen
-Medium ballistic hardpoint changed to universal so players can add up to four launchers
-Shield efficiency improved
-Hitpoints decreased from 5500 to 4500
-Price reduced
Dakota
-Hitpoints increased from 1950 to 2200
-Max Flux increased from 1800 to 1950
-Shield efficiency improved
Shogun
-Flux disp increased from 235 to 255
-Price reduced
Echo
-Speed and handling improved
-Armor decreased from 300 to 285
=Weapon Changes=
HV Series
-Damage increased
Mass Driver
-Damage and EMP reduced
=File Changes=
InterstellarFederationSpawnPoint.java
-Added supplyConvoy, fuelConvoy, sectorPatrol, and personnelConvoy to spawn list
-Added zephyr, draken wing, hornet wing to convoy cargo
-Global message comments updated
InterstellarFederationSectorGen.java
-Added zephyr, draken wing, hornet wing to station cargo
InterstellarFederation v1.19 released! Snip!
Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out? :PI would totally **** in that carrier.
Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out? :PI would totally **** in that carrier.
****= land. What were you thinking
Sounds like a cheese ship. I like cheesing.
Hi Starlight, I really appreciate the support and am happy you enjoy the mod. You're welcome to share images of any changes you make, but unfortunately, editing the sprites for re-release is not allowed at this time. If you're interested in creating a mod compilation or total conversion using the Interstellar Federation faction, PM me with your proposal and I'll send you the IFed mod release guidelines. I keep a short leash on my work, I hope you understand.
InterstellarFederation v1.2
=Ship Changes=
-Added Montana-class Utility Cruiser
-Added Albatross-class Attack Ship
-Added Tracer Heavy Bomber wing
-Added Foxbat Fighter wing
Titan
-Number of launch bays increased to 4
Auria
-Added launch bays
-Launch bay location changed
Antares
-Added launch bays
-Launch bay location changed
Yukon
-Launch bay location changed
Ares
-Launch bays added to sprite
-Launch bay location changed
Rickshaw
-Base value reduced from 6000 to 4200
-Flux disp reduced from 150 to 120
Scythe
-Fleet points reduced from 6 to 5
Hornet
-Armor increased from 55 to 75
-Decreased mass
-Reduced Wing fleetpoints from 7 to 6
-Recuded Wing price from 9000 to 7500
-Removed Wing hyperdrive
=Weapon Changes=
Thunderchief
-Improved PD performance
-Increased damage from 35 to 40
=File Changes=
-Added Zephyr, montana, tracer, foxbat to convoy cargo
-Added montana, tracer, foxbat to station cargo
-Updated the following ship sprites to include launch bays: Ares, Yukon, Antares, Auria, Titan
-Removed convoy spawn redundancy in SectorGen
-Reduced days between convoy spawn from 10 to 8
-Changed fleet compositions to account for new ships (both added and removed ships from fleets)
-Added advancedPatrol to fleet compositions
-Descriptions updated for Echo, Rickshaw, Omega Bomb
-Descriptions added for Albatross, Auria, Ballista, Dakota, Montana, Defiant, Mazerk
I think that's how mad cow started.
Is it even legal in Corvus?
Is it even legal in Corvus?Independents follow their own laws... I guess if you bought a Montana you could do what you like with it.
I hear there's this guy on Corinth who can get you a government marriage license for it, but then you'll owe him, and you don't want that.Or do I?
Hi Starlight, I really appreciate the support and am happy you enjoy the mod. You're welcome to share images of any changes you make, but unfortunately, editing the sprites for re-release is not allowed at this time. If you're interested in creating a mod compilation or total conversion using the Interstellar Federation faction, PM me with your proposal and I'll send you the IFed mod release guidelines. I keep a short leash on my work, I hope you understand.
Montana-class Utility Cruiser
Dakota love supersized, the Montana has it all; cargo, launch bay, a rustic history, rattling deckplates, a hearty crew and a whole bunch of personality.
(http://i.imgur.com/fWyA7.png)
I understand and respect your viewpoint even if I do not share it - I'm more of a creative commons then a copyright type of a chap myself, but honestly I'd rather my own mod be my own work anyway. No sour grapes here.
Indeed, the only thing I'm mildly upset about with you is the fact that you've released a ship called the Albatross one day after I did. Yours is the well established mod, whilst mine I take less seriously, but now I have to find a new name for my carrier. *Shakes fist.*
As for a mod compilation, I fear any of my work would only drag yours down at the moment. Still learning. z: )
Seriously, Keptin, what the hell. Did you used to work in marketing or production or something? How do you know so much about what to give people what they want?
I guess you must've taken it from how much everyone loved the Dakota. But... goddamn, it's beautiful *sniff* Now, I play the waiting game until UC mod gets updated with it.
I haven't seen Hornets do much, considering how easy a mere two of them are to kill. I would rather the FP be bumped up to 7 or even 8, and giving it a third ship. They also seem far more like Support Fighters rather than Assault Fighters.
Now, I play the waiting game until UC mod gets updated with it.
Thanks! I kitbash 3D models in Maya, shoot a top-down render, bash the renders w/ vanilla sprites in Photoshop and then do a little finishing work.
Been playing around with the Montana in my spare time, loving it so far. The Montana really feels like a workhorse that can fit any role but doesn't really excel anywhere. Kinda feels like Firefly feel when you use just the Montana. My only complaint for the Montana is that the combat speed is kinda low compared to the Antares, which carries double the fuel and cargo but only moves 5 combat speed slower. Other then that though the updates been great, cant wait to see what you do next ;D
InterstellarFederation v1.21
=Ship Changes=
Antares
-Hangar size increased from 10 to 20
Ares
-Armor increased from 765 to 875
-Hangar size increased from 6 to 15
-Base value decreased from 20000 to 18000
Yukon
-Hangar size increased from 8 to 15
Montana
-hitpoints increased from 8000 to 10000
-Armor increased from 825 to 1350
-Max Flux increased from 5500 to 6000
-Flux disp increased from 320 to 325
-Ordinance increased from 75 to 90
-Cargo increased from 270 to 400
-Fuel increased from 220 to 250
-Shield strength decreased
-Max crew increased to 300
-Mass increased
Mercury
-Base value decreased from 22000 to 20000
Toa
-Hangar size increased to 5
Shogun
-Hangar size increased to 5
Tahoe
-Hangar size increased to 15
Mazerk
-Hangar size increased to 25
Scythe
-Flux disp increased from 160 to 165
Dakota
-Hangar size increased from 0 to 4
-Base value increased from 5100 to 5200
Hornet
-Base value reduced from 7500 to 7000
Draken
-Now a strike fighter with several changes (changed ship_data, wing_data, variant, ship.file)
Foxbat
-Refit cost increased from 3 to 4
-Base value increased to 2500
Uomoz's Corvus just officially updated to Corvus 15, and already, IFed has updating, leaving it in the dust. Time for DEV16, already? :D
Yeah, I realize my rapid-release update scheme isn't really compilation friendly. No rush!
Well, attempting to get EVERY update into a compilation is too tall of an order, and not really necessary.
It's enough if only the updates that actually have new features make it into compilation updates.
epiphanies
The Orion is a hyperdrive-equipped towing vessel that connects to various barges via a standard IMEC 10MMT-rated interlock ring... [-snip-]
It also has the substantial added coolness factor of looking a great deal like the Nostromo spacetug of "Alien" fame. 1979 salutes you.
How does one even begin to outfitting some of these ships? Sorta cheating by removing ammo on like, all ballistic weapons, but even so, these ships have some pretty tight fits in terms of spare OP.
TL;DRMaulers, maulers, maulers, and light autoguns to the rest.
TL;DRMaulers, maulers, maulers, and light autoguns to the rest.
As a fan of WWII style battleships, I *love* the Mass Driver. A big, slow heavy cannon with a quick projectile that just crushes things. As such, most of my ships use at least one of them. A Scythe with 2 mass drivers, an HV50, and 2 Vulcans is a very beautiful thing. The one downside is that you have to be a good shot to make those ships work well.One of the main reasons I like the Mass Driver is because of that single, hard hitting shot. Combined with that solid thump that it makes when fired, makes for a pretty sweet gun to use.
I try to avoid the Mass Driver simply because I view it as too powerful. Same with the Hadron. And the autoguns, in light of the recent change, but those are a much milder case.Hadron, yeah, it is pretty powerful, but, it's one super heavy round, on one target. Sure, it's fun to take a potshot at a fleeing frigate with it, but it still only fires one slug, and takes a pretty decent amount of time to prepare for another shot. It's pretty awesome for forcing a capital ship to back off and give you some breathing room, because it's almost always an instant overload. Heh, it's kinda funny to me, a frigate's shield can block a Hadron just as well as a capital ship can. In fact, a frigate is better at blocking, because while it overloads after every hit, it can bring it's shields back to life faster than the Hadron can prepare to fire.
Some of your ships look a mess, but I can't remember which ones, so instead, I wave my hands in the general direction of the IF fleet
Some of your ships look a mess, but I can't remember which ones, so instead, I wave my hands in the general direction of the IF fleet
not to be mean...but some of the ships looks like a color mess...like....random colors everywhere...looks a bit sloppy..
not to be mean...but
Thanks Lopunny for providing specific feedback. The Titan sprite will get a once over in post 0.53 updates 8)
grinding and flattening everything in its path.
InterstellarFederation v1.22
=Ship Changes=
Added the following ship systems:
-Defense Matrix
-Hadron Transporter
-Medium Attack Drones
-Minelayer
-Lightning Gun
-Torpedo Launcher (currently unused)
-X-Flare Launcher
These ships received the following systems:
Note, "SYSTEM" weapon mounts have been added as needed, please update all IFed .ship files for mod compilations.
Titan, added hadron transporter
Auria, added maneuvering jets
Antares, added med attack drones
Yukon, added lightning gun
Ballista, added defense matrix
Mercury, added drone sensor
Ares, added x-flare launcher
Montana, added minelayer
Toa, added ammofeed
Defiant, added ammofeed
Vixen, added fastmissileracks
Shogun, added drone_sensor
-Changed designation to Command Ship
Zephyr, added drone point defense x2
Scythe, added burndrive
Dakota, added flare launcher
Rickshaw, added flare launcher
Echo, added flare launcher
Albatross, added ammofeed
Mazerk, added flarelauncher
Orion, added flarelauncher
Tahoe, added flarelauncher
Trexel, added flarelauncher
Shogun
-Changed designation to Command Ship
=File Changes=
-Added ship system weapons to weapon_data.csv
Torpedo Launcher
Mine Layer
X-Flare Launcher
First off, I love the aesthetics of your mod.
Secondly, I was wondering if you could consider using this sprite for the Toa Destroyer?
It just bothers me when ships have weapons jutting out at the very front that are grossly oversize or look out of place, which happens a lot with the Toa.
(http://localhostr.com/file/DtGbLrkSnF7a/toa2.png)
And in addition, change the 2 topmost medium hardpoints to small turrets (with the same coverage as the other 2 small turrets), then change the 2 small hardpoints in the center of the ship to medium.
I have suggestions for a couple of the other ships as well if you want to hear/see them.
I like how the toa loos, though your version could do for a toa v2
New splash image is up! (http://fractalsoftworks.com/forum/index.php?topic=2012.msg24129#msg24129)
New splash image is up! (http://fractalsoftworks.com/forum/index.php?topic=2012.msg24129#msg24129)
*_*
InterstellarFederation v1.23
=Ship Changes=
-Added Helios Assault Ship
Montana
-Ship range increased to 66
=Weapon Changes=
-Added Neutron Gun system
X-Flare Launcher system
-Now has unlimited uses, 15 second cooldown
Torpedo Launcher system
-Max uses reduced to 2, 20 second regen, reduced cooldown
Lightning Gun
-Cooldown increased to 5 seconds
Interstellar Federation v1.231
=Ship Changes=
Helios
-helios_Assault loadout changed
=File Changes=
-Added Helios to fleet compositions and station cargo
More fun toys! I do wish there was a version of the MLRS' that had homing, though (MLMS? MMLS?), just because mass barrages arcing out and around from the Auria's angled launchers to slam into a target would look beautiful.
Any hints at what roles future ship additions might be filling?
Is there a reason the lancer single mount has damage listed as 3000, while the dual and quad mounts have individual torpedo damage listed as 1400?
Just curious!
They're all 3000 damage in my book. Only InterstellarFederation standalone and Uomoz's Corvus are officially supported.
InterstellarFederation v1.232
=Ship Changes=
Helios
-helios_Assault variant weapon groups fixed
=File Changes=
-lancer_dual.wpn fire sound and smokespec fixed
-lancer_dual.wpn projectileSpecID changed to lancer_torp
-lancer.wpn projectileSpecID changed to lancer_torp
-hadron_shot.proj properly renamed
(MLMS? MMLS?)MIRV (http://en.wikipedia.org/wiki/MIRV). Or maybe MARV (http://en.wikipedia.org/wiki/Maneuverable_reentry_vehicle).
InterstellarFederation v1.233
=File Changes=
-Fixed Helios and Montana crashes caused by bad AI in .system files.
(http://i.imgur.com/yAsfL.png)
Jardain Reaververy good
(http://i.imgur.com/yAsfL.png)
All hand painted in PS, tedious as hell.
Thanks guys, I'm excited too! Yes, the lore is taken care of.Can't wait!
since the humble old days of being Missiles Inc.
I'm more curious as to see how the heck the Omega Device and Nucleon Ram are supposed to be applied against this faction.
Ahhh, and what was its use prior to .53a? :pI'm more curious as to see how the heck the Omega Device and Nucleon Ram are supposed to be applied against this faction.
The Nucleon Ram is a strange weapon designed to be used with the Ballista. Ballista uses its defense matrix system to get close and then slices & dices capital ships. It was an answer to combating heavily armored Hegmony ships.
Introducing, the Wraith.
(http://i.imgur.com/2ZbWU.png)
Ahhh, and what was its use prior to .53a? :p
Introducing, the Wraith.
(http://i.imgur.com/2ZbWU.png)
InterstellarFederation v1.24
=Ship Changes=
-Added Reaver
-Added Wraith
=File Changes=
-Added mission Birds of Prey to demo new Jardain ships
-Added "captured" Reaver and Wraith to IFed station
Loving this new style.
EDIT: maybe a topic & mod title change is needed.
Since it's still common weaponry available to other ships, I wanted something bright and weird like the Hadron Accelerator. There's a bit of color weirdness because of the GIF 256 palette. I may desaturate it a bit to tone it back; I haven't actually seen it mounted to the Soothslayer yet.Looks like some kind of futuristic self pleasure device.
*edit* Yep, it was converting to sRGB. Since I dug in and messed with the saturation, I actually like these colors better.
(http://i.imgur.com/bFu9D.gif)
Looks like some kind of futuristic self pleasure device.
Fits the ship really well :D
I'm not sure if Starfarer can incorporate that.
folding back -as per the drawn concept
Though I truly adore weapons that 'reload' like that. The whole sci-fi breach-to-cool-off-power-coils thing. I'm a sucker for that. But I'm not sure if Starfarer can incorporate that. At least, I've never seen anyone try it.
Hey guys. I installed the mod a couple days ago an absolutely love it. The ships look awesome. However, i'm having a weird error whenever the game has to load a Wraith or Reaver where it crashes the game
Still, it wouldn't hurt to add IF to the front of your various IDs.
~animation stuff~
Still, it wouldn't hurt to add IF to the front of your various IDs.
It takes time.
Oh. Another random thing. I feel Sensor Drones was inappropiate for the Mercury, which I always felt was this big badass guns-ridden gunship, so I figured it'd have a Lightning Gun or something. The Neutron Gun is kinda fun to use. Then again, I'm probably biased as sensor drones do little for my rocket variant of the Mercury.
Sublime Text would have been:
1. middle-mouse drag
2. type 'IF'
Sublime Text would have been:
1. middle-mouse drag
1. middle-mouse drag
middle-mouse
mouse
You're right. VIM is worse than
THE VERSION OF THIS POST IS UNREGISTERED. WOULD YOU LIKE TO BUY IT FOR 50 DOLLARS?
sublime text, Who the hell needs open source anyway.
Oh. Another random thing. I feel Sensor Drones was inappropiate for the Mercury, which I always felt was this big badass guns-ridden gunship, so I figured it'd have a Lightning Gun or something. The Neutron Gun is kinda fun to use. Then again, I'm probably biased as sensor drones do little for my rocket variant of the Mercury.
Mercury + Mass Drivers on the front hardpoints. You want a sniper? Here's your sniper. (Put railguns in the front turret slots and a dual flak cannon in the universal - now you've got a sniper that can also run interference against fighters and bombers.)
You want to build an in-your-face ship? Titan. Fill the larges with Cains, mids with Dual Flak Cannons, and smalls with Railguns. Kit it out with whatever hullmods you want (I always go ITU and Expanded Mags at minimum). Hadron Transporter to the front of the line, murderate anything that gets in range. It actually kills faster and more efficiently than my actual favorite ship/setup (Auria with a Cain on the 360deg turret, Hadron Accelerator in the large universal hardpoint, Railguns and Mass Drivers on the forward turrets/hardpoints, with Dual Flak Cannons and Light Dual Machine Guns for PD).
-- Griffinhart
The Hadron Accelerator doesn't fire at all for me.Are you holding your fire key for about 9 seconds?
I did hold it, still wouldn't fire. It's kind of disappointing.
well if you really wanted the make the hadron fire for ai ( it'll be pretty wasteful with it) you can change the .wpn fire with this
"autocharge":true,
well if you really wanted the make the hadron fire for ai ( it'll be pretty wasteful with it) you can change the .wpn fire with this
"autocharge":true,
But why not make it the default setting? Why purposely hinder it for the AI?
Because what's going to happen is the AI is going to find a target, trigger the HA to fire, and then nine seconds later, when the AI ship has turned entirely away from its target, the HA will actually fire. Best case scenario, it hits something. Worst case scenario, that something is you.well if you really wanted the make the hadron fire for ai ( it'll be pretty wasteful with it) you can change the .wpn fire with this
"autocharge":true,
But why not make it the default setting? Why purposely hinder it for the AI?
The ships are where most of the balancing effort went; if you really want the IFed experience, use IFed ships with vanilla weapons. Most of the weapons included in the mod are there for end-game gratification like game-breaking "fun" guns/swords you get at the end of some games or after you've beaten them.
As for bug reports and other PM requests, Interstellar Federation development is officially on-hold until Starfarer matures to a point where there's enough content to make modding fun again, e.g., multiple systems, scriptable missions, exploration, etc. I really love this game and how easy it is to modify (and the tools Alex gives us to assist with that), but there's little to do at the moment beyond adding more ships & weapons and maintaining the mod.
Until then, you'll find me deving for the Kerbal Space Program Kethane Pack.
Why not make the charge up lower but make the cool down after firing longer?Because that's not the same thing as having a long charge up.
InterstellarFederation v1.25
=File Changes=
-IFed now supports Starsector 0.54.1a
-Updated descriptions
-Updated ship_data
-Updated faction data
InterstellarFederation v1.234
=File Changes=
-Added ship description for Helios
-Added ship description for Orion
-Added ship description for Scythe
-Added ship description for Tahoe
-Added ship description for Trexel
-Added ship description for Zephyr
-Changed ship description for Mercury
-Changed ship description for Toa
-Added weapon description for HV50
-Added weapon description for HV75
-Added weapon description for HV100
Interstellar Federation updated to v1.25, IFed standalone now supports 0.54.1a thanks to LazyWizard!CodeInterstellarFederation v1.25
=File Changes=
-IFed now supports Starsector 0.54.1a
-Updated descriptions
-Updated ship_data
-Updated faction data
Still have to ask, any ETA on a .6 update?
Spec of class [com.fs.starfarer.loading.specs.L] with id [gun_light_sharp] not found
It's go time 8)Source (http://fractalsoftworks.com/forum/index.php?topic=5813.msg109060#msg109060)
Quote from: keptin ,September 14, 2013, 01:37:45 AMIt's go time 8)Source (http://fractalsoftworks.com/forum/index.php?topic=5813.msg109060#msg109060)
I love this mod and every thing in it, but am I the only one who realizes how similar some of the designs are to ships from the Blue Planet mod for Freespace 2? Not that I mind of course :P
First of all, kick ass faction, The lore is nice, I really enjoyed using the Hornet fighter with the interceptors and with a frigate or two, the combination was very deadly and I loved it!Tht makes me feel budder ;)
Juding from the " It's go time 8)" Post you made in the 0.6.1a forum topic, we are possibly going to see an update within the future, I hope it doesn't give you a head ache. Be well!
First of all, kick ass faction, The lore is nice, I really enjoyed using the Hornet fighter with the interceptors and with a frigate or two, the combination was very deadly and I loved it!Tht makes me feel budder ;)
Juding from the " It's go time 8)" Post you made in the 0.6.1a forum topic, we are possibly going to see an update within the future, I hope it doesn't give you a head ache. Be well!
Even though Keptin posted his "Its go Time", are we sure he was referring to continuing this factions updating or something else?
Even though Keptin posted his "Its go Time", are we sure he was referring to continuing this factions updating or something else?
That is a good point... We'll just have to wait and see, eh? xD
It looks like Keptin's dead... I'M TAKING OVER! FWHAHAHAHAHASDAFHKL (actually I just had the urge to play this mod, so I thought I'd quickly fix things up for myself and others)
Anyhow, I spent an hour or three this morning ironing out the major version compatibility issues. Right now, I've fixed it to the point where the IFed guys are playable in missions and the simulator. I'll see if I can put together a fully patched version for the rest of you soon (hopefully with campaign and exerelin integration). It will be uploaded to this thread if I manage to finish cleaning things up.
In the meantime, here's a video of me using the federation for target practice and/or bugfixing: http://youtu.be/TBmXT4GUREg (http://youtu.be/TBmXT4GUREg). If you're curious which ships I'm using, you can find them here (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (shameless plug for my mod, I know... ::)).
Sometimes It's just better to let old things die.
Right now IFED is in deep stasis.
Ok for those of you watching this thread, I just forwarded along my patched copy of IFed to keptin. His call now whether he wants to release it I guess.
It looks and plays exactly like the 0.54.1a version and works with both the normal campaign and Exerelin.
you meanie!! :'(
InterstellarFederation v1.26
=Compatibility Patch by kazi=
-Special Thanks to kazi for making IFED compatible with 0.6.1a
-Updated sounds.json file for compatibility
-Modified internal fleet objectives for mission compatibility
-Added some of the IFed ships as possible opponents in the simulator
-Added an easter-egg Antares variant
28011 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.title.Object.for.Ò00000(Unknown Source)
at com.fs.starfarer.title.Object.for.super(Unknown Source)
at com.fs.starfarer.coreui.W.o00000(Unknown Source)
at com.fs.starfarer.ui.privatesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.D.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.title.OoOO.ôØ0000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Thanks for pointing that out helmut. If it is a unique names issue, then it's unlikely to be solved on IFed's end until some future point when I overhaul the mod. There are no guarantees that IFed plays nice with other mods with the exception of the versions tailored for mod compilation releases, such as Uomoz's Sector and Exerelin.
Hi keptin/kazi,
The latest version (v1.26) does not seem to have any values for CR-related and supply usage variables.
This tends to make IFed fairly unbalanced as supplies/day is extremely important now :) and all IFed's are at 0.1/day :D
To be honest, my goal was just to do a quick debugging and get it so the mod was playable again. Mission accomplished.
Adding ship prefixes is a pretty major overhaul, the names need to be changed in 3-4 files for every ship, weapon, and variant. I wouldn't count on that anytime soon. As for the burn rates and supply usage.... maybe. It's a bit of a slippery slope: if you fixed this, why don't you fix that (and also that, etc.)?
The Cyclotron Eviscrator is not in game. :(
So, I've uploaded it so you vets can better balance and integrate with your mods, but I thought doing some of this work would help. I think I balanced it good enough, but I don't have enough experience to know for sure. I tried to make each ship similar to a vanilla ship of the same stature. It should work with all of the CR and Burn stuff now, though.
The Cyclotron Eviscrator is not in game. :(
InterstellarFederation v1.27
-Incorporated balance updates & unique names, special thanks to LostInTheWired!
-Modified weapon sound for neutron weapon system
it says scythe class not found when i boot it with exerlin mod is thre a way to fix this?
12743634 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Weapon spec [cifed_ain] not found!
java.lang.RuntimeException: Weapon spec [cifed_ain] not found!
Spelling error in lostinthewizard's excellent update inside InterstellarFederationConvoySpawnPoint.java, change cifed_ain to ifed_cain.
The Jardain Empire is something special I want to save for the future. I started to develop the style, best represented by the Reaver:(http://i.imgur.com/yAsfL.png)
I'm waiting until missions and the campaign becomes more customizable in the story sense--the ability to tell a story. Right now the player is just kind of plopped into a battleground where the mission is always to "blow everything to bits". I want a variety of missions: trade, rescue, patrol, convoy, etc. that I can use tell a campaign story with and develop the IFed. The Jardain is part of that story, but I can't tell it until the game allows for that...which might be some time away.
Working on a graphical update to IFed as time permits. Here are a couple comparisons between new and old sprites:
what else are you working on outside of starsetor? KSP?
Man, for our sake, I hope you'll have plenty of time to spare. Those improvements are amazing. ;)
Are you working on v0.6.2a compatability?
Hi there kep! Bug report: The Piranha launcher is broken right now, I removed it from UsS while waiting for a fix.
Tracers are in the mod, its just that the Interstellarfederation.faction don't use them in the fleet.
Go to D:\Starsector\mods\interstellarFederation\data\world\factions and open the Interstellarfederation.faction with notepad.
Here you have the lodaout of different fleet that spawn in the game with the different variants. It also drive what ships and weapons are spawned in the stations AFAIK, Just add the following line in the "enforcement fleet" (the biggest one): "ifed_tracer_wing":[1, 4], and save.
Now tracers bomber wing should spawn in Ifed fleet and station (dunno if its save-compatible). ;)
Hi there kep! Using the piranha launcher causes nulls when the warhead touches the enemy ship (so probably a typo or something in the proj files).
Not to be a *** here, but I think that ifed could use a general redesign and rebalance on all weapons. I could list a lot of "issues" that are making me think about completely removing them from uss.But my delicious Hadron Accelerator! :'(
I want deeper politics, meaningful trade, regions of space, a variety of mission types, exploration, faction campaigns w/ storylines, and more.
IFed is dated, it feels dated, and despite doing some work on it recently, I have no plans to maintain it, nor release a major update anytime soon. Until Starsector gains some depth where I feel it's less space fleet simulator and more sandbox RPG, IFed is gonna sit on the bench. I've lost interest in the game itself--there just isn't that much gameplay content; buy ships, buy weapons, find enemy, fight in arena, repeat.
I want deeper politics, meaningful trade, regions of space, a variety of mission types, exploration, faction campaigns w/ storylines, and more. It could take years at the current rate of development. In the mean time, it's ok to let IFed fade into obscurity--at the very least, please don't hold your breath. You'll be dead long before an update comes.
If and when I release something, it's going to be a ground-up rebuild; an entirely new IFed.
IFed is dated, it feels dated, and despite doing some work on it recently, I have no plans to maintain it, nor release a major update anytime soon. Until Starsector gains some depth where I feel it's less space fleet simulator and more sandbox RPG, IFed is gonna sit on the bench. I've lost interest in the game itself--there just isn't that much gameplay content; buy ships, buy weapons, find enemy, fight in arena, repeat.
I want deeper politics, meaningful trade, regions of space, a variety of mission types, exploration, faction campaigns w/ storylines, and more. It could take years at the current rate of development. In the mean time, it's ok to let IFed fade into obscurity--at the very least, please don't hold your breath. You'll be dead long before an update comes.
If and when I release something, it's going to be a ground-up rebuild; an entirely new IFed.
Working on a mod and keeping it polished is a lot of effort and it doesn't put food on your table.
Meso pretty much summed it up. I've received several PMs asking if I'm going to update IFed now that the big Starsector patch is out, so I figure I'd address that here for everyone. I'm happy to find there's still a following after all this time. Unfortunately I don't have that kind of spare time to put into modding at the moment.
I'd love to come back to this mod and at the very least peck away at some of the art assets, but I've collected a series of portfolio projects that will probably come first. It could be months, years, or never; please don't hold your breath. Regardless, Starsector will continue to improve and grow in content--after all, I originally set off to add content to the game.
Since I've had a few requests, I'm officially releasing the IFed sprite assets for open use under a CC BY-NC-SA 4.0 license. This only includes assets in the current release, not the new concept sprites I've posted in the thread.
As you noticed, given Keptin wording it does not concern his mod as a whole. Still, you can either PM him to get the autorization to update his mod, or make a whole new one using the same sprite but with a different name, lore and code.
Note that while Keptin did mentioned wanting to update his mod once the game is more fleshed out it was a long time ago. If he moved on maybe he'll let you take over IFed.
Since I've had a few requests, I'm officially releasing the IFed sprite assets for open use under a CC BY-NC-SA 4.0 license. This only includes assets in the current release, not the new concept sprites I've posted in the thread.
http://creativecommons.org/licenses/by-nc-sa/4.0/
Basically:
-credit me,
-don't sell it
and you're solid.
The link for the drop box downlode is not workingIf by any chance you're looking for the 0.6.1a version, that seems to be gone forever.
This project was handed off to another user, here is the new thread for his reboot of the mod.
http://fractalsoftworks.com/forum/index.php?topic=12381.0
Wriath's reboot version is compatible with the current version of the game (0.8.1a).