Fractal Softworks Forum

Starsector => Mods => Topic started by: keptin on April 02, 2012, 10:44:48 PM

Title: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on April 02, 2012, 10:44:48 PM
(http://i.imgur.com/Tydh5.png)

(http://i.imgur.com/1fLAi.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

Of Dreams and War

Over a millennia ago, during a time of peace and exploration, mankind's greatest undertaking led to the creation of the Stardrive, a device capable of instantaneous travel between two points in space.  Massive Republic colony ships were constructed around them to carry the hopes and ambitions of their people to distant stars.  Capable of only a one-way trip, decades were spent selecting planets for colonization.  Soon, life was seeded across thousands of worlds in the fringes of charted space.  Further advances in localized FTL engines bridged the gaps between neighboring systems and brought about galactic trade, transforming colonies into civilizations.  As their territories began to brush against each other, it wasn't long before greed led to war.  Centuries of savage conflict ravaged countless worlds and lost with them was much of the technology and knowledge of their forefathers.  Cast into darkness and isolation, generations past with little hope of a brighter future, until word spread of a small fleet from whereabouts unknown trying to unite the colonies under one flag.  Through helping one another rebuild, this interstellar federation strengthened the galactic bonds more than they had ever been before and civilization once again prospered.  It seemed as though nothing would threaten the peace everyone enjoyed until the discovery of omega particles drew the attention of a bloodthirsty alien race known as the Jardain.  

What began as losing communication with distant outposts quickly developed into the First Contact War (https://www.youtube.com/watch?v=RZTD3GJlFLI&hd=1).  Just as advanced and with greater numbers, the Jardain swept through Federation space like a plague.  With astute resourcefulness, Federation generals stalled the enemy as they realized a desperate attempt to develop a weapon that could turn the tides of war.  Crippled and abandoned after forgotten skirmishes long ago, the once great Republic colony ships would rise again to protect the children of their builders.  Contained within them was the most advanced piece of technology known--the Stardrive.  Without the knowledge of their ancestors, repairing it was impossible, but Federation scientists were able to repurpose its colossal hadron reflector to create a devastating weapon.  Living areas were gutted to fit power cells, cargo bays were packed with ammunition, sub-systems of sub-systems filled the decks and lesser ships were sacrificed to reinforce its armor.  On the eve of year 2500, marking the anniversary when mankind had embarked on a daring life among the stars, the first Titan was born.

==========================

-Capital Ships-
Titan-class Carrier, Auria-class Battleship, Antares-class Battlecruiser, Yukon-class Prototype Destroyer
(http://i.imgur.com/h3E5Q.png)(http://i.imgur.com/tXZel.png)(http://i.imgur.com/iumwZ.png)(http://i.imgur.com/hhFlJ.png)

-Cruisers-
Ares-class Heavy Destroyer, Ballista-class Anti-Capital Cruiser, Mercury-class Prototype Gunship, Montana-class Utility Cruiser, Helios Assault Ship
(http://i.imgur.com/rhO8P.png)(http://i.imgur.com/1cIni.png)(http://i.imgur.com/KNUCP.png)(http://i.imgur.com/fWyA7.png)(http://i.imgur.com/jACe4.png)

-Destroyers-
Vixen-class Missile Ship, Shogun-class Electronic Warfare Ship, Zephyr-class Strike Carrier, Defiant-class Heavy Gunship, Toa-Class Destroyer
(http://i.imgur.com/tLrzO.png)(http://i.imgur.com/zXmrn.png)(http://i.imgur.com/YvNXg.png)(http://i.imgur.com/m8Nay.png)(http://i.imgur.com/Fset0.png)

-Frigates-
Albatross-class Attack Ship, Scythe-class Interceptor, Dakota-class Frigate, Orion-class Hypertug, Rickshaw-class Strike Frigate, Echo-class Scout Ship
(http://i.imgur.com/w0Mle.png)(http://i.imgur.com/RibyR.png)(http://i.imgur.com/X6uCc.png)(http://i.imgur.com/2A8vT.png)(http://i.imgur.com/cmp98.png)(http://i.imgur.com/pXXew.png)

-Fighters-
Hornet Fighter, Draken Interceptor, Foxbat Fighter, Tracer Heavy Bomber
(http://i.imgur.com/Tr1XA.png)   (http://i.imgur.com/RSES1.png)   (http://i.imgur.com/EdjGR.png)   (http://i.imgur.com/olcaH.png)

-Industrial Ships-
Mazerk-class Superbarge, Tahoe-class Cargo Barge, Trexel-class Fuel Barge
(http://i.imgur.com/m0ohe.png)(http://i.imgur.com/NcNvX.png)(http://i.imgur.com/gBQdK.png)


-Weapons-
Omega Device, Lancer Torpedo dual, quad, single, Piranha Anti-Fighter Missile Launcher, Riptide & Locktide MLRS, Harpy MRM Pod:
(http://i.imgur.com/w3721.png)(http://i.imgur.com/QQbZy.png)(http://i.imgur.com/hmUQW.png)(http://i.imgur.com/XSDvw.png)(http://i.imgur.com/AG3Pq.png)(http://i.imgur.com/L3xEM.png)(http://i.imgur.com/QOosV.png)(http://i.imgur.com/yYyEd.png)(http://i.imgur.com/eYQ1o.png)  (http://i.imgur.com/R2iEa.png)(http://i.imgur.com/WJOQS.png)
Hadron Accelerator, Nucleon Ram, Cyclotron Eviscerator
(http://i.imgur.com/9hgh9.png)  (http://i.imgur.com/2MOGY.png)  (http://i.imgur.com/bFu9D.gif)
Cain, Peacemaker, Citadel PD, Mass Driver, HV50 Autogun, HV75 Autogun, HV100 Autogun, Thunderchief:
(http://i.imgur.com/319Lm.png)  (http://i.imgur.com/GiLWJ.png)  (http://i.imgur.com/gefBV.png)  (http://i.imgur.com/RgwVv.png)  (http://i.imgur.com/flI3k.png)  (http://i.imgur.com/yrEin.png)  (http://i.imgur.com/zskff.png)  (http://i.imgur.com/q76kM.png)

==========================

Changelog:
Code
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.

////////////////////////////////////////////////////////////////////////////////////////////////////////////

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

////////////////////////////////////////////////////////////////////////////////////////////////////////////

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

////////////////////////////////////////////////////////////////////////////////////////////////////////////


Installation:
-Extract InterstellarFederation folder to Starfarer's mods folder
-Activate the mod upon startup using the mods selector
-Bam! InterstellarFederation station and ships will appear immediately upon starting a new game



DOWNLOAD
InterstellarFederation v1.27 standalone:
COMPATIBLE WITH STARFARER 0.6.1a, Thanks Kazi!
https://dl.dropboxusercontent.com/u/66999462/interstellarFederation_v1_2_7.zip

InterstellarFederation with Uomoz's Corvus Factions Collection:
http://fractalsoftworks.com/forum/index.php?topic=1799.0

InterstellarFederation with Zaphide's Exerelin Dynamic System & Faction War:
http://fractalsoftworks.com/forum/index.php?topic=6053.0

Modding Interstellar Federation
In lieu of a "no-modding" rule, I ask that if you wish to share any modifications or kitbashes of IFed, you do so by posting in this thread.  Independent releases will be asked to be taken down.  Thanks  8)


==========================

Vanilla balance is a priority; feedback is appreciated!
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Zilerrezko on April 02, 2012, 10:50:02 PM
that's a big missile you got there.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Archduke Astro on April 02, 2012, 11:19:09 PM
that's a big missile you got there.
No, keptin's just happy to see you.
 ;)

Seriously, though, this mod looks promising. Satanic, fast-moving, loaded-to-the-gills-with-BOOM seeking weapons are most welcome.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Qloos on April 02, 2012, 11:44:06 PM
EMP reaper.
and
A heavily armored low velocity missile with punch.  I'm talking speed ~25 or less with hp in the thousands.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Archduke Astro on April 03, 2012, 12:26:37 AM
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? Said missile would wait until it reaches a certain (fixed) distance from the enemy, then starts firing the weapon at the target unit at that instant, and continues for a certain (again, fixed) number of shots until the missile is hit by enemy PD systems or it exhausts its onboard power / ammo magazine and it is then removed from play.

The embarked weapon aboard such a missile will depend on its size. A small version might just have a Railgun or an Ion Cannon, both with a very limited duration of fire once they reach the triggering distance to target. At the other end of the scale, the large version of this missile might have a the ability to fire 5 to 8 Hellbore Cannon rounds or say ten seconds' worth of Storm Needler flechettes in a continuous stream.

This might be quite a big modding challenge, but it would create fascinating new options in the game.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 03, 2012, 12:40:10 AM
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.  I really wish we add new sounds and fire effects (i.e., beam types, explosion fx, etc.) and for missions, add time/event based events (i.e. dialogue boxes that pop up during combat, enemy/friendly unit spawns, etc.).

The tweaking part of the mod is going to lag behind for a few days as I build a pile of sprites to use.  Going back and forth and playtesting for each weapon kills my flow, but I'll post sprites here as I make them.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 01:17:05 AM
Yeah, nice work this seems to be ;), any chance you could do something that's more closely related to the game art it self than having Sam missiles? ;D still keep up the good work.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Okim on April 03, 2012, 01:52:55 AM
Beam missiles are planned for future updates IIRC. At least i do remember Alex`s post about graphics for such missiles already done.

As to missiles. I was trying to create am Area of Explosion med range anti-fighter missile, but normal missiles doesn`t work with Proximity_fuse and MIRVs with bomb warheads with proximity fuses did no damage to ships and fighters (fixed in 0.52).

Also a EMP MIRV was another my idea, but emp could not be currently applied to warhead (also fixed in 0.52).

Other than this there are plenty of other missile ideas i had (and planning to make):

1. cluster torpedoes that releases multiple bomblets in close proximity (remote minefields etc.).
2. cruise missiles that deal torpedo-like damage, has great range, are armored, but slow. When getting near its target a smaller, faster and more agile warhead separates from it (drives work for a short period of time).
3. burster torpedo with proximity fuse. Releases slugs much like sabot missile, but in all directions.
4. energy torpedoes and missiles with area effect and without it.
5. a missile that simulates a weapon. MIRV type with empty projectile that is actually another MIRV doing the same thing. Could simulate any autofire weapon.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 03, 2012, 02:13:54 AM
Very cool, I'll look forward to .52 even more!  I've been toying with some similar stuff, but it's just not there on the modding side.  All of this reminds me of Tiberium Sun; there were some crazy weapon mods for that.

@Upgradecap, hey, great idea...what's stopping you? :/ I post four things and already there are critics.  I'll get there, but right now I'm flushing out sprites that I'm in the mood to make; I've got some ideas for a new race (terrain/federation/"american race"-feel) that I'll wrap this stuff into.  Though, you have a point; I've got to adjust the levels and tweak a few things to bring out those hard edges.

*edit*- Aww yeah, hard edges.  8)  Much better.  I take it back, that comment was more constructive than I thought.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 03:04:29 AM
Anyways, i'm going to borrow a missile system fom here :)
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Archduke Astro on April 03, 2012, 03:28:42 AM
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.

I thought about my request in more detail, and then decided that I should take it to the next level entirely. Whole new thread about it here (http://fractalsoftworks.com/forum/index.php?topic=2013.msg24151#msg24151) on the Suggestions forum; please stop by and share your thoughts!

Beam missiles are planned for future updates IIRC. At least i do remember Alex`s post about graphics for such missiles already done.

Really, Okim? That is awesome times eleventy-one! ;D Perhaps the formal proposal I just made in that linked message will nudge Alex's own concept somewhat.

Keptin, looks like you've certainly got no shortage of missile ideas heading your way. I'll put on my thinking-cap and see what I might be able to add to the mix.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 03:33:48 AM
Just thinking of how exactly are beam missiles going to work?
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Archduke Astro on April 03, 2012, 03:39:52 AM
Just thinking of how exactly are beam missiles going to work?

Did you read my formal proposal here (http://fractalsoftworks.com/forum/index.php?topic=2013.msg24151#msg24151)? I went into considerable detail about the gameplay mechanics of such a thing -- check it out. I went well beyond just beams alone on those missiles.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 03, 2012, 03:52:49 AM
@Archduke, I frickin' love missiles! If said features are implemented in .52, I'll go to town...sprite town.

@Upgradecap, Cool!  I want to bash out a ton of sprites of numerous "races" while keeping with the games art style to a degree.  I'll take a look at your mod for some thematic ideas.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 04:03:55 AM
Thanks!! If you could make a missile that fits the TimCORP art, i would be ever grateful to you ;D
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 04:14:22 AM
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.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 03, 2012, 04:46:18 AM
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.

Firstly, you need to set the center of the missile sprite in your missile's .proj file.  Notice how the center is exactly half my sprite's size (in pixels):

Code
	"size":[30,63],	
"center":[15,31.5],

Then in the launchers weapon (.wpn) file, you set the missile offset.  This is where the missile sits on the launcher:

Code
	"hardpointOffsets":[2, 0],
"turretOffsets":[2, 0],

Every two numbers acts as an y,x coordinate pair. For more missiles, such as on an SRM launcher, you'd add more sets:

Code
	"hardpointOffsets":[8, 24, 8, 8, 8, -8, 8, -24],
"turretOffsets":[8, 24, 8, 8, 8, -8, 8, -24],

This above shows a launcher with 4 missiles on it.  M1 at [8, 24], M2 at [8, 8], M3 at [8, -8], and M4 at [8, -24].  hardpointOffsets and turretOffsets can be set separately as you can set different sprites depending on whether the launcher is placed in a turret slot or hardpoint slot.  In my example, the launcher sprites are the same, so the offsets are also the same.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Zilerrezko on April 03, 2012, 05:04:06 AM
Quote
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.

You can use trylobot's ship editor and upload the missile sprite, and find the cords for everything there. That's how I get em, if you're still having trouble finding em
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 05:09:38 AM
Thanks for the help! :)
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: megal00t on April 03, 2012, 05:29:13 AM
i have one.. it's 2d but also have a 3d screen of it so you can orient... a homing missile barrage of some sort. missile sprite in a sec...
(http://img26.imageshack.us/img26/6791/missileturret.th.png) (http://imageshack.us/photo/my-images/26/missileturret.png/)

(http://img21.imageshack.us/img21/20/missilelauncherturret.png)
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 03, 2012, 05:36:26 AM
Thanks, I'll definitely be making some kickass MRLs (https://en.wikipedia.org/wiki/Multiple_rocket_launcher).

(http://i.imgur.com/3gGaM.jpg)
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: megal00t on April 03, 2012, 05:41:06 AM
woo the missile. (literally took 1 minute to complete xD) (http://img171.imageshack.us/img171/2365/missile.png) (http://imageshack.us/photo/my-images/171/missile.png/)
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 03, 2012, 07:23:45 AM
MissilesInc v1.01 is up!  It includes a number of smaller changes and utilizes the new turrets.  The Piranha and Rapier aren't in yet, as I haven't had time to play test them, but they'll be added soon, along with a Streaker turret and a few more systems.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 03, 2012, 07:26:50 AM
Just have to say that those lancer torpedoes look way bigger than thosr turrets nearby, which are supposed to hold it.
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: megal00t on April 03, 2012, 07:46:38 AM
oh yes i forgot to turn the launcher 90 deg CCW
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Durendal5150 on April 03, 2012, 10:20:14 PM
I just finished some VLS tubes a minute ago. Going to slap them on the UNSC ships from halo I got here. Anyway, though somebody in a missile thread could use 'em.

(http://fc03.deviantart.net/fs71/f/2012/094/0/8/vls3_by_durendal5150-d4v1yfs.png)  (http://fc01.deviantart.net/fs71/f/2012/094/f/9/vls2_by_durendal5150-d4v1yfq.png)  (http://fc07.deviantart.net/fs71/f/2012/094/b/2/vls1_by_durendal5150-d4v1yfp.png)


And maybe a little something to deal with them, too.
(http://fc06.deviantart.net/fs71/f/2012/094/0/a/ciws1_by_durendal5150-d4v1yfw.png)
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 04, 2012, 11:20:01 AM
Bumpin this to MissilesInc v1.03.

MissilesInc v1.03
-Added Locktide MLRS
-Added Riptide MLRS
-Added Thunderchief
-Added Cheetah Launcher
-Added Dragon Launcher
-Lore & Descriptions for Lancer Dual LRM, Omega Device
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: Upgradecap on April 04, 2012, 11:27:17 AM
Any chance you could do missiles and lauchers that would retain TimCORP art in some way? ^___^
Title: Re: Missiles Inc. - taking missile mod requests!
Post by: keptin on April 05, 2012, 06:38:32 AM
MissilesInc updated to v1.04, includes the Federation Antares-class Battlecruiser and a number of balance changes to bring MissilesInc more in line with vanilla SF.

@Upgradecap, it takes a lot of time to make sprites and balance things, so I won't specifically be doing work for other mods.  I will be making sprites in a number of themes; perhaps some of them will work for you.
Title: Re: Missiles Inc. v1.04
Post by: Upgradecap on April 05, 2012, 06:40:28 AM
My thoughts exactly.

BTW: you made the ship yourself? Good work :)

EDIT: i have copied some of your missiles into my mod, but i don't think there should be a id crash with them, since i've changed their ids.
Title: Re: Missiles Inc. v1.04
Post by: keptin on April 06, 2012, 01:55:50 AM
New ship Ares Destroyer posted; I'm slowly turning this into a race mod.  I'm new to this sprite stuff, but it's a blast.  500% zoom in PS is where it's at.
Title: Re: Interstellar Federation v1.05
Post by: keptin on April 06, 2012, 07:28:01 AM
The name of the mod has officially been changed,

InterstellarFederation v1.05 has been posted.  Ares-class Destroyer and Defiant-class Heavy Gunship included.
Title: Re: Interstellar Federation v1.05
Post by: Upgradecap on April 06, 2012, 07:49:22 AM
Am I allowed to make a missions on my mod with your mod? :)
Title: Re: Interstellar Federation v1.05
Post by: keptin on April 06, 2012, 07:52:15 AM
PM me your ideas and we'll go over some stuff.  I'm flushing out the lore and want to make sure any missions using my mod are on par with what I have in mind.
Title: Re: Interstellar Federation v1.05
Post by: Upgradecap on April 06, 2012, 08:05:34 AM
PMed you some ideas, keptin.
Hope you liked them ;)
Title: Re: Interstellar Federation v1.05
Post by: Trylobot on April 06, 2012, 08:09:53 AM
Nice sprites, bro  8)
Title: Re: Interstellar Federation v1.05
Post by: keptin on April 06, 2012, 09:34:26 PM
Thanks man, I appreciate it. They're a bit of my work with the occasional sweet kitbashing.  Couldn't have done those ships without your editor; the bounds alone would have been killer!
Title: Re: Interstellar Federation v1.05
Post by: Zilerrezko on April 07, 2012, 12:40:32 AM
aw man, you're using the "color" pallet I was going to use :/, back to the drawing board!!
Title: Re: Interstellar Federation v1.05
Post by: keptin on April 07, 2012, 06:04:19 AM
Hey, don't let that stop you!  Though if you do end up going with something else, check out https://kuler.adobe.com/ for pallet ideas.
Title: Re: Interstellar Federation v1.05
Post by: keptin on April 08, 2012, 03:08:43 AM
New ships posted, preparing to integrate them into the next update: Vixen-class Missile Ship, Shogun-class Support Ship, Dakota-class Frigate, Stabber-class Frigate.
Title: Re: Interstellar Federation v1.05
Post by: Uomoz on April 08, 2012, 09:20:00 AM
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?)
Title: Re: Interstellar Federation v1.05
Post by: Upgradecap on April 08, 2012, 09:42:41 AM
Oh, and keptin. Mind if i make it campaign compatible now already, or are you going to make it later on?
Title: Re: Interstellar Federation v1.05
Post by: keptin on April 08, 2012, 12:10:13 PM
Yes, you're welcome to.  I intend to do it later regardless.
Title: Re: Interstellar Federation v1.06
Post by: keptin on April 08, 2012, 01:33:28 PM
InterstellarFederation v1.06 is up! Includes a number of ships. Descriptions and further balancing is in the works for v1.07.


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?)

I'll be flushing out a hefty amount of lore and descriptions in the next patch tomorrow.  Right now I'm picturing an independent faction that hangs around a fringe station, but I do like the idea of a war with TT.
Title: Re: Interstellar Federation v1.06
Post by: Cryten on April 08, 2012, 04:16:30 PM
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.
Title: Re: Interstellar Federation v1.06
Post by: Erick Doe on April 08, 2012, 04:31:48 PM
I'm liking the style. Reminds me of Argon and Split ships from X3. They look real clean and fresh!  8)
Title: Re: Interstellar Federation v1.06
Post by: Zilerrezko on April 08, 2012, 09:58:56 PM
dude you just made a whole race of ships in a week -_-
Title: Re: Interstellar Federation v1.06
Post by: Trylobot on April 08, 2012, 10:15:08 PM
Seriously keptin you've been cranking these out mang - keep up the good work
Title: Re: Interstellar Federation v1.06
Post by: keptin on April 08, 2012, 10:35:18 PM
Thanks folks, it's about 45 to an hour per ship, so not too bad.  Now its time for some descriptions/lore and more play testing.

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.

My goal is for them to be the well rounded "american/terran" race, as many games have.  When I have more time to play test, I'll be experimenting with higher armor and lower shield efficiency.  My testing thus far shows that without shields, the long hulls spread turret damage out pretty well, leaving 2/3rds of the guns firing most of the time.  I haven't developed their niche just yet.
Title: Re: Interstellar Federation v1.06
Post by: Uomoz on April 08, 2012, 10:43:20 PM
If you are interested, you can PM me the possible composition of IF fleets and I can prepare the campaign structure on which you can work on (every faction needs at least 2-3 kinds of fleets to start with).
Title: Re: Interstellar Federation v1.06
Post by: keptin on April 08, 2012, 11:43:28 PM
Thanks, I'll get it to you as soon as I browse through the vanilla fleets and balance something up.  Mission wise, it's pretty close to fleet-pt for fleet-pt.
Title: Re: Interstellar Federation v1.06
Post by: keptin on April 09, 2012, 05:41:30 AM
InterstellarFederation v1.07 is live! Now integrated as a race in the campaign, just start a new game!  Also, more descriptions and balance tweaks.
Title: Re: Interstellar Federation v1.06
Post by: Upgradecap on April 09, 2012, 05:47:50 AM
InterstellarFederation v1.07 is live! Now integrated as a race in the campaign, just start a new game!  Also, more descriptions and balance tweaks.

Awww yeah 8)  Now i'll integrate it into my mod collection :D

EDIT: Are you 100% sure it'll be comatible with other mods?
Title: Re: Interstellar Federation v1.06
Post by: keptin on April 09, 2012, 06:05:34 AM
Are you 100% sure it'll be comatible with other mods?

Nope, that's your job.  8)
Title: Re: Interstellar Federation v1.06
Post by: Upgradecap on April 09, 2012, 07:43:38 AM

Nope, that's your job.  8)

Right, and i made your faction compatible with the Corporate Collection ;)
They roam freely now though :)
Title: Re: Interstellar Federation v1.07
Post by: keptin on April 09, 2012, 01:32:42 PM
InterstellarFederation now available with Uomoz's Corvus v.9 (Factions Collection):
http://fractalsoftworks.com/forum/index.php?topic=1799.0

The mod's new mission is to be "franchise friendly" for mod collection integration.

In the works:
-small and inexpensive craft (player fodder for growing in new campaigns)
-old war craft (capable and player-purchasable weaponized cargo ships and freighters dating back to the contact war)
-small ballistics & missiles
-grey market weapons (player-purchasable old-war stockpile weapons)
Title: Re: Interstellar Federation v1.07
Post by: Upgradecap on April 09, 2012, 01:48:45 PM
Will there be a more compatible friendly approach to this mod?

Either way, do they have a station as you set them?
Title: Re: Interstellar Federation v1.07
Post by: keptin on April 09, 2012, 02:18:16 PM
Will there be a more compatible friendly approach to this mod?

It's planned, but not currently a priority as that's something collection-modders are capable of editing. My time will be spent building assets and play testing for balance with vanilla.

Do they have a station as you set them?

Not yet, they currently spawn out of system for trade runs, etc.  With my attention shifted toward growing the mod in unique sprites, I won't be making much time to polish the campaign.  My goal is frequent small updates, so a patch here or there may contain campaign and/or compatibility stuff.  Though, this week is going to get pretty busy, so we'll see how much time I have for this between now and the weekend.
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 10, 2012, 07:19:20 AM
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.
Title: Re: Interstellar Federation v1.08
Post by: Upgradecap on April 10, 2012, 07:34:06 AM
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.
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 10, 2012, 07:40:36 AM
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.

Look man, there aren't like internet points to be earned here.  Uomoz separated out all the necessary campaign spawn code and sent it to me specifically for this mod, and for that I thank him.

But hey, since you feel left out, here's a gold star:
(http://i.imgur.com/Vgjfp.png)
Title: Re: Interstellar Federation v1.08
Post by: Uomoz on April 10, 2012, 07:41:21 AM
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.

You get it wrong man, I actively helped him setting this up. Exchanged PMs and such.

@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!
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 10, 2012, 07:44:22 AM
Ah, I wasn't aware.  In that case, thank you both, it's much appreciated.  Gold stars for all
(http://i.imgur.com/Vgjfp.png)(http://i.imgur.com/Vgjfp.png)

Upgrade, shoot me a PM with your thread link when you post the update and I'll include it in my OP.

@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!

In that case, I'll just rename it altogether and go with "Echo-class".
Title: Re: Interstellar Federation v1.08
Post by: craftomega on April 11, 2012, 04:28:07 PM
Add to my minimash.

http://fractalsoftworks.com/forum/index.php?topic=1885.0
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 11, 2012, 04:45:34 PM
Thanks Omega, I'm glad people will be able to use it in several mod collections.
Title: Re: Interstellar Federation v1.08
Post by: Upgradecap on April 11, 2012, 10:42:27 PM
Just o give you a heads-up, your mod is a part of this collection link (http://fractalsoftworks.com/forum/index.php?topic=2074.0)
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 12, 2012, 02:09:26 AM
Thanks Upgrade, it has been included in this mod's OP.
Title: Battle of Corinth WIP clip
Post by: keptin on April 13, 2012, 07:29:56 AM
I was so psyched by Psiyon's awesome video, I made one of my own.  It's not polished, nor does it have audio, but it's not too shabby for a couple days work.

(http://i.imgur.com/JVUNQ.jpg) (https://www.youtube.com/watch?v=RZTD3GJlFLI&hd=1)

-Maya, Hardware 2.0
-After Effects, Trapcode particular, VCP Optical flares (thanks for the tip!)
Title: Re: Interstellar Federation v1.08
Post by: Psiyon on April 13, 2012, 07:56:37 AM
Short, but pretty damn nice. Goes to show you can do so much more in full 3D than you can with 2D cardboard cutouts :P
Title: Re: Interstellar Federation v1.08
Post by: Uomoz on April 13, 2012, 08:17:06 AM
Totally badass. Have you modeled those ships, or did you find them somewhere?
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 13, 2012, 09:41:11 AM
@Psiyon, sometimes.  I still approach everything from a time-is-money standpoint.  2D is fast and if can get the job done, it can be the better option.  My clip is 20 seconds with no audio, yours was a 2 minute video...that's a good example of time-in, product-out between the two approaches.

@Uomoz, thanks! Not my models.  I'm a modeler by trade, but this was an experiment in time savings.
Title: Re: Interstellar Federation v1.08
Post by: Upgradecap on April 13, 2012, 10:14:35 AM
Um, keptin, can you do such a movie for me? ;D
That is, ofcourse, if you have the time and resources.
Title: Re: Interstellar Federation v1.08
Post by: jocan2003 on April 13, 2012, 10:58:11 AM
And i really managed to miss these beautiful ships?! Oh man... They are nice chief!
Title: Re: Interstellar Federation v1.08
Post by: SwipertheFox on April 13, 2012, 11:15:45 AM
Damn good!!! I like that.... excellent work!!!! WOOO. You got skills.
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 13, 2012, 06:42:36 PM
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.
Title: Re: Interstellar Federation v1.08
Post by: Archduke Astro on April 13, 2012, 07:14:26 PM
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.

That was a very nice video: two thumbs up! if this was eBay I'd have to say: AAAAAAAA++++++ - EXSELLNT SELLR - WULD BUY AGAIN  ::)
Title: Re: Interstellar Federation v1.08
Post by: Valiant19 on April 19, 2012, 01:13:37 PM
Hey, I'm new here.  :P

Wanted to ask about your ships.  I've noticed that the carrier-class ships don't have any flight decks (at least, none that I've seen, which would be not too terribly many).  Were you planning to change your ships to add flight decks at all?
Title: Re: Interstellar Federation v1.08
Post by: Uomoz on April 19, 2012, 02:44:39 PM
keptin, I added 2 LAUNCH_BAY to the Carrier in Uomoz's Corvus version ;)
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 19, 2012, 04:56:35 PM
Cool cool, it's a carrier after all.  I've been pretty slow on the updates; my starfarer spare time has been spent playing instead of modding.
Title: Re: Interstellar Federation v1.08
Post by: BrickedKeyboard on April 19, 2012, 06:14:46 PM
I really like the look of these ships.  And, it's fun blowing up federation fleets crammed full of these ships.

However, nothing from this mod seems to have any use when you're playing with Omega's Mishmash.

Those missile launchers don't have enough ammo, and the ships have too few gun slots for the fleet points they take up.
Title: Re: Interstellar Federation v1.08
Post by: keptin on April 19, 2012, 06:43:37 PM
Thanks for the feedback Bricked, it's nice to know my ships make good cannon fodder! The weapons are undergoing some major changes.  As far as the ships go, in my testing with vanilla, Fed ships were fairly even fleet-point for fleet-point, but I'll take a look.  If the other races in Omega's Minimash aren't also balanced to vanilla, that could explain the discrepancy.
Title: Re: Interstellar Federation v1.09
Post by: keptin on April 19, 2012, 10:42:02 PM
InterstellarFederation v1.09 has been posted! Balance changes and a new ship, the Toa-class Destroyer, a tough nut to crack.
Title: Re: Interstellar Federation v1.08
Post by: Uomoz on April 20, 2012, 01:24:48 AM
If the other races in Omega's Minimash aren't also balanced to vanilla, that could explain the discrepancy.

Pretty much this! I like the vanilla-ish stats of IF.

Also added IF 1.09 in Uomoz's Corvus DEV.
Title: UPDATE: Interstellar Federation v1.10
Post by: keptin on April 24, 2012, 01:26:26 AM
InterstellarFederation updated to v1.10!  Big update, hopefully I don't kill Uomoz trying to shoehorn this into CFC v12.

For this milestone, there'll be some fundamental changes with the mod.  Uomoz's Corvus Factions Collection is now the official collection-mash for IFed.  This collection and user feedback will dictate what is added/changed in each update.  Currently, the focus is on adding new weapons, mostly ballistic ones, that players can purchase at the IFed station.  Notable in this update is the new High Velocity Autogun series (HV50 and HV75), the Mass Driver and the devastating Hadron Accelerator.

(http://i.imgur.com/9hgh9.png)
It's got a long charge up, but hot damn is it satisfying when it fires!

For this and all future versions, a detailed changelog will be provided:
Code
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
Title: Re: Interstellar Federation v1.10
Post by: Uomoz on April 24, 2012, 03:54:02 AM
Love this collaboration. We'll need some serious lore for Uomoz Corvus parallel (but not so distant from vanilla) universe.
Title: Re: Interstellar Federation v1.10
Post by: keptin on April 24, 2012, 04:01:22 AM
Likewise! My plans with the lore are to build up the IFed's background and introduce Uomoz Corvus specific lore into the more advanced ships and weapons that will spawn late game to deal with the threat of the Scourge, etc.
Title: Re: Interstellar Federation v1.10
Post by: Sunfire on April 24, 2012, 08:38:25 AM
That weapon looks sweet, I really want it
Title: Re: Interstellar Federation v1.10
Post by: Acolnahuacatl on April 24, 2012, 10:45:50 AM
Just fyi, the download is missing a generators.csv file, so the campaign integration doesn't work at all right now (outside of Uomoz's collection, at any rate) without creating one.
Title: Re: Interstellar Federation v1.10
Post by: keptin on April 24, 2012, 07:38:48 PM
Thanks, good catch! I'm making some updates tonight...I'll make sure it gets back in there.
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 12:25:37 AM
InterstellarFederation v1.11 is live!  Tonight's build is a patch for the large v1.10 update, getting the campaign working again, adding items/ships to the IFed station and a few balance tweaks.  The Vixen is a whole new ship, the HV100 Autogun has been added and I've updated the magneto-ball hurling Thunderchief AA--destroys incoming missiles and fighters with deadly inaccuracy!

(http://i.imgur.com/JnPB9.png)

Code
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
Title: Re: Interstellar Federation v1.11
Post by: WKOB on April 25, 2012, 12:35:28 AM
Your ships have a very unique look, what's the process you use to make one, if I may ask?
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 12:53:33 AM
I kitbash a 3d model, slap some textures on it, render it out, do some Photoshop magic, kitbash it with sprites followed by more magic.  After a half-dozen unique ships, I can kitbash using my own sprites to quickly push new ships with the same art style.  In the end, they're something like 70% render, 20% kitbash, 10% painting.
Title: Re: Interstellar Federation v1.11
Post by: WKOB on April 25, 2012, 01:20:05 AM
Ah, I considered using my models to render but in the end I just preferred spriting.

Your Hadron Accelerator and Autoguns look awesome, by the way.

Would you mind if, in a totally in universe way (Uomoz's Corvus), Silverlight Co stole one or two, for a rare semi-unique ship?
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 01:44:52 AM
Sure thing, but if you use something from my mod in yours, please credit and link to the Interstellar Federation OP in your mod thread.

 8)
Title: Re: Interstellar Federation v1.11
Post by: WKOB on April 25, 2012, 01:46:42 AM
Will do, basically it'll just be a frigate that nicked some of your ballistic weapons after getting thrashed due to Silverlight's energy dependence.
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 01:50:03 AM
Cool! Glad you're enjoying the mod.  Have fun!
Title: Re: Interstellar Federation v1.11
Post by: cp252 on April 25, 2012, 03:24:13 AM
Is it me, or are your fleets too weak :P They look scary, but they tend to get completely wrecked in battle.
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 11:58:02 AM
Thanks for the feedback!  Their stats stand on or slightly above part with vanilla, with the exception of some Hegemony ships, which share the trait of SUPER ARMOR.  I'll do some fleet testing and see where they stand; my previous tests focus on 1v1, 2v2, 2v3, 1v3, that sort of thing, which I've found the IFed ships perform satisfactory in, but that may change when the scale increases.

My goal has been to balance to vanilla.  If you're using a mod or playing a mash-collection, the other factions may not be as well balanced--many player mods are severely overpowered.
Title: Re: Interstellar Federation v1.11
Post by: Archduke Astro on April 25, 2012, 01:01:37 PM
While IF units hold their own in duels or very small engagements, I find that they often have trouble gaining traction against enemies in a fleet environment. Once you move into 5v5, 7v7 and up, the differences begin to be noticeable. I'm unsure what's causing this.

Vanilla hulls and weaps appear to have an easier time getting "force multipliers" into the tactical dynamic than the IF does. I wonder if this fleet needs some sort of new gunnery system whose aggregate performance has more synergy once the number of such weaps goes up.

Alternatively, a new such weapon plus a slightly different mix of sizes & types of slots aboard several of your ship classes.

Lastly, a combination of these suggestions might do the trick.
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 01:41:48 PM
I agree, in testing over the past hour or so, the IFed seems to do well in smaller groups, but poorly in large engagements...especially against opponents using energy weapons.  I think this partially has to do with the fact that their weapons are primarily short-range ballistics which with their poor accuracy AND extremely slow shell speed leads to most of the shots missing.  Their fewer weapon mounts and subsequent poorer arc coverage leads to the AI using them inefficiently when it comes to ship positioning and target priority--in large battles, this can be disastrous.

The Hegemony solve these problems with gobs of armor and a ***-ton of weaponry.  The HV Autogun series is my first attempt to combat poor ballistics performance by providing the IFed with weapons that are accurate, medium damage and low flux...similar to some beam weapons.  But to be effective using IFed ships the player's fleet would need to be equipped with these weapons.

In the next few days we'll see the max flux and flux dissipation of most IFed ships get small increases along with additional weapon mounts and new weapons.  Instead of following the trend with the Hegemony, I plan to increase their survivability and lethality by giving them stronger shielding and more flux to spray and pray in order to match the perfect accuracy and longer range of energy weapons.
Title: Re: Interstellar Federation v1.11
Post by: Rymosrac on April 25, 2012, 02:45:10 PM
I like the sound of that.

One question though:

Why in the name of all that is holy is the Hadron Accelerator a medium slot weapon? I mean. . . good god man, WHY?

Though, honestly, the most annoying consequence of that is the inability to mount it in large hardpoints.

Also, due to the propensity for the AI to frequently begin charging the Had. Accel. only to abort a moment later, perhaps the charging sound should be made less. . . imposing.
Title: Re: Interstellar Federation v1.11
Post by: keptin on April 25, 2012, 04:19:04 PM
haha, oops.  Yeah the Hadron "moon destroyer" Accelerator definitely should be a large slot weapon.  It will be fixed in tonight's v1.12 update.  In the mean time, enjoy the pwnage.

I love the charge up so much, I'd hate to have to remove/change it.  Its long charge time also helps balance the weapon by making it a PITA to aim and fire.  I only wish the sound would stop if the charge up was aborted.  This should be improved in v1.12 with an increase to its turn rate, as the AI won't abort as often.

Thanks for the feedback!
Title: Re: Interstellar Federation v1.12
Post by: keptin on April 25, 2012, 08:06:53 PM
InterstellarFederation v1.12 is live!  This patch gives the IFed some teeth! Several users provided feedback that the IFed were lacking punch, so punch they did receive.  Stats have been buffed on many of the destroyers and capital ships and the Auria-class Battleship has been added, vital to giving fleets a backbone.

(http://i.imgur.com/6cRJh.png)

As always feedback is appreciated!

Code

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
Title: Re: Interstellar Federation v1.12
Post by: Sunfire on April 25, 2012, 09:13:22 PM
Pretty, i want one
Title: Re: Interstellar Federation v1.12
Post by: Uomoz on April 26, 2012, 12:08:26 AM
Will inject into U'sC today with v12 release.
Title: Re: Interstellar Federation v1.12
Post by: keptin on April 26, 2012, 12:18:54 AM
Sweet! You're the ultimadev--integrates my patches the day of release.  We should do a Blockade Runner thing once there's more modding support.
Title: Re: Interstellar Federation v1.12
Post by: Uomoz on April 26, 2012, 12:24:01 AM
II want MP in that game. That would be awesome already.
Title: Re: Interstellar Federation v1.12
Post by: keptin on April 26, 2012, 12:39:10 AM
Yeah, I think the BR devs should have implemented multiplayer a long time ago.  Even at the 0.28 demo build, the game was good enough that I could have looked past its shortcomings for multiplayer building & battling.  I get all the foundation work, but my continued interest in that game depends on multiplayer.
Title: Re: Interstellar Federation v1.12
Post by: Rymosrac on April 26, 2012, 06:40:17 AM
One could express similar regrets with regards to this game.

Anyways:

Something seems up with Auria class's shields. Their collision radius is noticeable shorter than their visible radius, and I've had a few instances of projectiles seemingly phasing directly through the shields and impacting the hull.

Also, and this may not be your fault, but I've had an unusual amount of VERY small AI fleets, to the order of single fighter squadrons with a single fighter in them, or lone hound-class frigates, attempting to chase down and engage my 1xAuria, 1xMedusa fleet, both of which have elite crew. And winning against me if I auto-resolve. I know both systems are a long way from perfect in the core game, but that struck me as a bit unusual even so.

Update: I've also had projectiles and ship carcasses pass through the edge of the forward struts on the Auria, looks like the hull collision box might be a bit off too.

Another update: Just had another battle where everything was colliding where it should - with the exception of a single blaster pulse fired by a friendly ship passing through one side of my shields, through the hull without impacting, and then impacting on the shields on the far side of the Auria on it's way out. Yay for intermittent problems.  :P
Title: Re: Interstellar Federation v1.12
Post by: keptin on April 26, 2012, 07:16:49 AM
Yes, I did notice the collision distance thing during testing with the Auria--the bounds are correct, but the center of mass is off.  Most weapon strikes should hit correctly, but asteroids and ships will get all wacky.  I remember the auto-resolve problem as well, but I'll have to dig more deeply to see where the problem lies.  I'm guessing one stat is off, but it seems to be neither ordinance nor fleet cost.  The problems could be one and the same if Starfarer uses ship mass to calculate auto-resolve.

I had to get the patch out the door for the Factions Collection v12 (http://fractalsoftworks.com/forum/index.php?topic=1799.0), but these will be fixed in v1.13.  Thanks for the feedback!  8)
Title: Re: Interstellar Federation v1.12
Post by: DNAz on April 27, 2012, 03:14:19 AM
Playing with the Hardon Accelerator is like not masturbating for a week then having a day long wank session....soooooo fustrating but soooooo good.
Title: Re: Interstellar Federation v1.13
Post by: keptin on April 27, 2012, 05:58:06 AM
InterstellarFederation v1.13 has been posted!  Small fixes and a few descriptions plus two new weapons, the Cain and the Citadel PD!

Citadel PD; lobs 1600mm fragmentation shells towards its victims:
(http://i.imgur.com/gefBV.png)

Cain; shoots destroyers dead at a thousand paces:
(http://i.imgur.com/319Lm.png)

Code
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.

lol, apt comparison and nice freudian slip there
Title: Re: Interstellar Federation v1.132
Post by: keptin on April 27, 2012, 06:42:14 AM
Two small fixes in the last 20 minutes, InterstellerFederation v1.132 posted.

Code
InterstellarFederation v1.132
=Weapon Changes=

-Fixed problem with Cain ammo

InterstellarFederation v1.131
=Ship Changes=

-Auria
    -auria_Standard varient WS26, mjolnir replaced with cain
Title: Re: Interstellar Federation v1.13
Post by: Rymosrac on April 27, 2012, 08:32:01 AM
Cain; shoots destroyers dead at a thousand paces:

The mass driver already does this. Vigorously. Slapped five of them on an Auria, and it just obliterates things. And snipes fighters at max range if they aren't maneuvering. Feels like the mass driver could use an OP cost increase.

Looking forward to playing with the new toys tonight.
Title: Re: Interstellar Federation v1.132
Post by: WKOB on April 27, 2012, 11:12:33 AM
I think the weapons being absolutely destructive is fair, considering his ships feel like they're made of paper sometimes.
Title: Re: Interstellar Federation v1.132
Post by: Rymosrac on April 27, 2012, 12:33:30 PM
Um. . . No, that doesn't follow logically.

A. You can mount his weapons on other ships. If the weapons are too strong, the weapons are too strong.

B. You could put vanilla balanced weapons on fragile ships, resulting in crappy ships that die quickly with average firepower.

If you want to design glass cannon ships, the way to do it is to make the SHIPS glass cannon by giving them subpar defensive hull statistics, but the hardpoints and OP to support a powerful offensive load. The weapons themselves need to still be balanced, so long as you're allowing players to customize ships. Which, really, is a lot of the appeal of this game.

I think Keptin has done a damn fine job for the most part on this mod as far as balance goes, but a couple things like the mass driver do seem a bit potent, especially when fielded en masse.
Title: Re: Interstellar Federation v1.132
Post by: keptin on April 27, 2012, 01:10:25 PM
Thanks for the feedback guys, it really helps me focus on what needs to be balanced and playtested. 

As for the Mass Driver, I agree it needs to be nerfed; while its DPM is standard, its damage/shot and range are not.  Weapons generally take a couple patches (2-4 days) to balance well and the Mass Driver, Cain and Citadel have just been introduced.

The ships themselves shouldn't be glass cannons, but their length makes them large targets from the side.  v1.12 should have addressed the "paper armor" problem, but I rely on player feedback to determine how effective my changes were.  8)
Title: Re: Interstellar Federation v1.132
Post by: Uomoz on April 27, 2012, 01:20:42 PM
It's the same problem the Nomad's Pulse Maser have. It's overall DPS and FPS (flux-per-sec) are average but it has three time the range of a similar class weapon xD. I might need to nerf that in Uomoz's Corvus next release (never touched a modder work before, I'm not totally sure about it, maybe I'll just write something to trylobot).

I like how this mod is receiving good feedback, it keeps the quality very high.
Title: Re: Interstellar Federation v1.132
Post by: Rymosrac on April 27, 2012, 02:25:58 PM
Believe me, having the people doing all the work listen to feedback is at LEAST twice as awesome as getting feedback on work that you're doing yourself. And I really, really appreciate the time this whole mod community puts into this game. It's fantastic, especially for something this early in development.

And yeah, DPM/FPM aren't that great as overall indicators of weapon balance. Especially with things like the mass driver that thoroughly break the mold of expected characteristics for a given weapon type. Not only is it's range immense, but it's projectile speed is incredible. And neither are things I'd want to be nerfed too badly, they make it incredibly fun to use. I think the best areas to nerf the mass driver are in OP cost and rate of fire, and possibly upsizing it to a large slot. MAYBE range could be nerfed, but an extremely fast projectile with very low range looks pretty ridiculous. And you don't want to nerf it's speed/range or per-shot damage significantly, because that's the entire appeal of the weapon, and what makes it unique vs. the vanilla weapons.

And that's a hard thing to balance! Keeping weapons both very fun and satisfying to use but also very balanced isn't easy. The hadron accelerator is INCREDIBLY satisfying, and certainly not useless. It's long chargeup time, enourmous hardpoint and OP investment to field it, and the associated amount of babysitting it needs to be used effectively (the AI is still hopeless with it) mean that it also isn't overpowered, despite having incredible burst damage, range, and accuracy/projectile speed. It's a fun weapon to have in the game because everything about it is decisive - the player feels like it's a significant decision to mount one on a ship - feels like it's a significant decision WHERE to mount one on a ship - and feels like it's a significant decision WHEN to fire the damn thing once it's on the field. That's the kind of weapon you want, where it makes the player feel like the decisions he's making with regards to that weapon, and as an extension, the game as a whole, actually make a difference. That's FUN.

Damn, that turned into a ramble. Hmm. Me go make things to pew-pew in space.
Title: Re: Interstellar Federation v1.132
Post by: Uomoz on April 27, 2012, 02:28:21 PM
I like how this guy thinks :D
Title: Re: Interstellar Federation v1.132
Post by: keptin on April 27, 2012, 03:54:22 PM
All good points Rymosrac; it's a modders challenge to hit the mark and balance things so they have their strengths and weaknesses for dynamic play.  When it comes to having fun, being overpowered is just as damaging as being underpowered.  Giving the players just enough rope to hang themselves with keeps the gameplay exciting and challenging.
Title: Re: Interstellar Federation v1.133
Post by: keptin on April 28, 2012, 08:56:29 PM
InterstellarFederation v1.133 is up! This patch dealt with balancing for improved gameplay.  More weapons and toys will come soon in v1.14.


Code
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
Title: Re: Interstellar Federation v1.133
Post by: Thaago on April 29, 2012, 09:20:50 PM
Bravo! I've only played for about an hour, but the balance seems very nice! I find myself mercilessly sniping with the mass driver, but then getting swarmed by Talons a few seconds later. Reading the last page of comments and the changelog, I report the the mass driver is balanced on the IF ships, although I haven't tested it on an Enforcer yet...
Title: Re: Interstellar Federation v1.133
Post by: keptin on April 29, 2012, 09:31:48 PM
Thanks, it's great hear that the recent changes were good ones! Next up is a patch to bring some balance to the new HIGH VELOCITY series; enjoy them while they're OP!  ;D
Title: Re: Interstellar Federation v1.14
Post by: keptin on April 30, 2012, 04:07:28 AM
InterstellarFederation v1.14 is up! v1.14 brings balance changes and four new industrial ships to haul your stuff in and/or blow up.  Cargo ships are the fireworks of the galaxy.

Mazerk-class Superbarge, Tahoe-class Cargo Barge, Trexel-class Fuel Barge
(http://i.imgur.com/m0ohe.png)(http://i.imgur.com/NcNvX.png)(http://i.imgur.com/gBQdK.png)

Code
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
Title: Re: Interstellar Federation v1.14
Post by: Upgradecap on April 30, 2012, 04:11:45 AM
  Cargo ships are the fireworks of the galaxy.

Well isin't that true. I love watching them explode - from a safe distance ofcourse ;)
Title: Re: Interstellar Federation v1.14
Post by: Uomoz on April 30, 2012, 11:36:25 AM
Love the new designs and changes (wow my feedback was really useful, incredible)! Putting them in UC DEV ;)
Title: Re: Interstellar Federation v1.15
Post by: keptin on April 30, 2012, 08:57:19 PM
InterstellarFederation 1.15 is up!  1.15 includes some sprite changes to the new industrial ships and two missions!  

(http://i.imgur.com/5QLHv.png)

Forsaken Relics I - Save the Ragnarok colony by disabling a disabling an array of terrifying and colossal orbital mining satellites awoken from their deep slumber!
Forsaken Relics II - Use a reprogrammed orbital mining satellite to defend yourself against a bloodthirsty pirate fleet!

Code
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

////////////////////////////////////////////////////////////////////////////////////////////////////////////
Title: Re: Interstellar Federation v1.16
Post by: keptin on May 02, 2012, 05:48:40 AM
InterstellarFederation v1.16 posted.  Ballista-class Anti-Capital Cruiser and a fun artillery weapon, the Peacemaker.

(http://i.imgur.com/1cIni.png)    (http://i.imgur.com/GiLWJ.png)

Code
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
Title: Re: Interstellar Federation v1.16
Post by: WKOB on May 02, 2012, 05:50:08 AM
Where does the peacemaker fit onto it?
Title: Re: Interstellar Federation v1.16
Post by: keptin on May 02, 2012, 05:56:17 AM
It's got a fixed large universal hardpoint up front.  A powerful ship in one direction, forward, which makes it vulnerable in large engagements.
Title: Re: Interstellar Federation v1.16
Post by: MechaLenin on May 02, 2012, 07:52:21 AM
I just wanted to say it's highest quality mod for SF. GJ:)
Title: Re: Interstellar Federation v1.16
Post by: Erick Doe on May 02, 2012, 07:54:39 AM
Indeed, this mod is fleshing out nicely!
Title: Re: Interstellar Federation v1.16
Post by: Upgradecap on May 02, 2012, 07:57:16 AM
Indeed, this mod is fleshing out nicely!

I totally agree with you, sir, this mod is getting better as each day goes by.
Keep up the work, keptin ;)
Title: Re: Interstellar Federation v1.16
Post by: WKOB on May 02, 2012, 08:10:38 AM
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.

Nice work, Keptin.
Title: Re: Interstellar Federation v1.16
Post by: BrickedKeyboard on May 02, 2012, 12:51:22 PM
Does this work with the newest version of starfarer, 0.52a?  Please indicate this in the OP, I have no way of knowing if it safe to try to use it or not.  I understand that sometimes an incompatible mod will load with 0.52a but will totally glitch out.
Title: Re: Interstellar Federation v1.16
Post by: keptin on May 02, 2012, 01:40:52 PM
Thanks for the kind words folks! InterstellarFederation v1.161 is up with a bug fix.


Code
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?

Yes, InterstellarFederation v1.15 and beyond are compatible with Starfarer 0.52a  8)
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 02, 2012, 09:17:11 PM
InterstellarFederation v1.162 is up!  Some fixes and a new toy, the Nucleon Ram.  It's kinda like a giant blowtorch.

(http://i.imgur.com/2MOGY.png)

Code
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
Title: Re: Interstellar Federation v1.162
Post by: Trylobot on May 03, 2012, 01:51:28 PM
@keptin : You have produced a fantastic amount of high-quality content here, in such a short time! This mod is really getting fleshed out.

My favourite in particular is your "Hadron Accelerator" weapon. Stellar use of the game's features to get the look you wanted.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 03, 2012, 07:29:06 PM
Thanks! I love the game and am motivated by both internet points and playing my own ships in it.  I'm happy to hear you're enjoying it.
Title: Re: Interstellar Federation v1.162
Post by: PCCL on May 03, 2012, 07:43:57 PM
Are there fighters in this mod?

If not, are there plans of adding them?
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 03, 2012, 08:36:47 PM
No fighters yet, but I do plan to eventually create some.
Title: Re: Interstellar Federation v1.162
Post by: Sarkovar on May 06, 2012, 07:23:12 PM
That orbital fusion cannon is nuts. I was playing Forlorn Relics 2 and I fired it at an Onslaught Battleship; it destroyed the Onslaught, the hound and tarsus sitting behind it, blew through the top of my monitor, and burned a hole in my roof. I cried tears of joy at its sheer ridiculousness so well done I say well done indeed on the only REAL death-ray I've seen in Starfarer.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 06, 2012, 07:59:39 PM
Haha, it's got some kick! The mission is essentially the earth cracker verses an armada and it's a good ol' turkey shoot...not without its challenges, but whatever is in front of that thing is going out in a blaze of glory.
Title: Re: Interstellar Federation v1.162
Post by: Trylobot on May 06, 2012, 10:13:07 PM
For fun, I loaded up a new campaign with only Nomads and Federation, and pitted a Jihad configuration starting fleet against a roaming Federation mega fleet (I don't remember name of it). Battle was going good, I felt, until it was down to one Sandstorm and a Gila Monster against three Aurias and one Titan. I managed to bring down all three Aurias JUST BARELY but the last one went up at the exact same time as my Gila Monster. The blinding light distracted me from watching the Titan at the last moment, and he flanked my Sandstorm.

All I remember was the high pitched whine of a weapon spooling up, and then the screen went white.

The Titan was the only enemy ship remaining. My fleet was annihilated.

It was so epic
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 07, 2012, 12:25:20 AM
The sons and daughters of that Titan's crew will be told an epic tale of conquest, one where the mighty clash of swords and men tore across the stars in a blaze of fire and light until only one ship remained.  It will become legend, passed down through generations until the end of time.
Title: Re: Interstellar Federation v1.162
Post by: Uomoz on May 07, 2012, 02:39:19 AM
That Titan, and battle, needs a name. And a fanfic.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 07, 2012, 02:54:22 AM
And a fanfic.

https://www.youtube.com/watch?v=u2ALsvU50wQ
Title: Re: Interstellar Federation v1.162
Post by: Uomoz on May 07, 2012, 02:55:28 AM
What?

T.T

I like this 2 factions very much!
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 07, 2012, 03:05:41 AM
Ha, I guess you've got to be a trekkie for that one.  A fanfic would be cool, but a cheesy-as-hell live action + CG short would be even better!  It'd be like the cut scenes from Command & Conquer.
Title: Re: Interstellar Federation v1.162
Post by: Uomoz on May 07, 2012, 03:10:13 AM
That would be awesome indeed.
Title: Re: Interstellar Federation v1.162
Post by: Rymosrac on May 07, 2012, 09:32:16 AM
Quote from: keptin
OHMY.jpg

Quote from: keptin
Command & Conquer

I approve this message.
Title: Re: Interstellar Federation v1.162
Post by: Ambient on May 07, 2012, 05:15:56 PM
Why doesnt the Titan class carrier have a flight deck?

I worked so hard to get one and found my fighters unable to repair and resupply mid fight.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 07, 2012, 05:20:56 PM
Thanks, I found and fixed the problem.

*edit* fixed in v1.17
Title: Re: Interstellar Federation v1.162
Post by: Ambient on May 07, 2012, 07:46:32 PM
Woah nice fast fix! Thank you!
Title: Re: Interstellar Federation v1.162
Post by: craftomega on May 07, 2012, 08:25:35 PM
InterstellarFederation with Omega's Minimash
http://fractalsoftworks.com/forum/index.php?topic=1885.0
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 08, 2012, 04:50:49 AM
The titan is going to be awsome now when it got the flight deck.

Like to use two Cain and a Hadron on the big slots for sniping all things.
Just overload the shilds of a frigate to capital with the Hadron and the Cains will finish them off.

The Cain is insane (yay, new slogan for the Cain ;D) when it got elite crew and advance gyros as it will snipe fighters and bombers.
And don not forget the emp!

The medium slots is all the way filled with dual flak, no need to worry about the lone fighter or bomber.

The small slots is some kind of PD weapon for those fighters that like to be inside the shild.

But what can you put on the five small slots on the port side?
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 08, 2012, 07:13:37 AM
Glad you dig the Cain! pew pew

But what can you put on the five small slots on the port side?

Either MV50s for support or I leave them empty and use the OPs elsewhere.
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 08, 2012, 07:48:46 AM
Got a problem with the Cain :'(

Don´t know if it is your mod or Omega's Minimash, but i get an error as soon as i equip the gun on a ship but i can bbuy them and store them in the inventory.

Hope this is the right part:


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
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.A.super.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.new.while$super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.class(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.while.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.ÖôÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.float.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ØO0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.String.I.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.float.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.campaign.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


It is Omega's Minimash that is wierd, your´s worked just fine.
Title: Re: Interstellar Federation v1.162
Post by: Krelian on May 08, 2012, 08:23:31 AM
Suggestion:

Piranha Missile Launcher could get some minimum distance/flight time before setting off the shrapnel, as when an enemy ship is a bit close (not that much), it will set off within the user's own shields, not only wasting the missile, but raising your own flux.

Regards
Title: Re: Interstellar Federation v1.162
Post by: Uomoz on May 08, 2012, 11:23:20 AM
Hey pal!

A little (or big?) suggestion here: lower the max FP on the Enforcement Fleet (now it's 300, while the Hegemony System Defense Fleet has 200), to a 180-200 to be "beatable" by the player ;).
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 08, 2012, 03:38:50 PM
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


You're missing the railgun_burst.wav sound file.  Download IFed standalone and copy the sounds folder to the Omega's Minimash mod root folder.  That should solve the problem.


Piranha Missile Launcher could get some minimum distance/flight time before setting off the shrapnel...

The Piranha is pretty experimental right now...it doesn't quite have the level of finish that the other weapons do.  I'll see what I can do come next update.

lower the max FP on the Enforcement Fleet

Oops, didn't realize it was higher than the defense fleets; changed to 200.  :)
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 08, 2012, 03:42:38 PM
It is something else as I have allready tried that.
Even tried.to renamed it and change in the Cain file.

Bet it is Omega that has done something bad so I can't play around with my favorit ship and gun.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 08, 2012, 03:46:27 PM
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.
Title: Re: Interstellar Federation v1.162
Post by: Rymosrac on May 08, 2012, 07:46:42 PM
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!
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 09, 2012, 01:11:02 AM
They're all 3000 damage in my book.  Only InterstellarFederation standalone and Uomoz's Corvus are officially supported.
Title: Re: Interstellar Federation v1.162
Post by: Rymosrac on May 09, 2012, 06:00:21 AM
Hmm, odd. Am running standalone, will try a fresh copy. Thanks!
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 09, 2012, 06:48:09 AM
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.

He has certenly done something as the allmighty Hadron Accelerator is allso producing the "same" error.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 09, 2012, 07:07:06 AM
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.
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 09, 2012, 08:06:23 AM
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.

I got the answer from a new member of the forum.

He missed "#" before "fireSoundTwo":"railgun_burst".

And how do you getting it to work as you do not have # before the line?

Edit: Got it to work but without sound.
And you are bad at reading the forum are you not?
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 09, 2012, 08:51:03 AM
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.
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 09, 2012, 09:01:32 AM
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.

Just fooling around here ;D, you know how easy it is become addicted to this game :P

And the part about reading the forum is that I allready posted the problem on Omega's Minimash after your first answer.

That´s why it was an easy fix whith the pound symbol.


Well seems I can´t get the Titan to have Launch Bays :'(
Have replaced the code in the hulls section but no luck.
Title: Re: Interstellar Federation v1.162
Post by: keptin on May 09, 2012, 09:05:16 AM
Titan launch bay fix is here until v1.7: http://fractalsoftworks.com/forum/index.php?topic=2012.msg34652#msg34652
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 09, 2012, 09:45:58 AM
Titan 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?
Title: Re: Interstellar Federation v1.162
Post by: dyndak on May 09, 2012, 02:15:22 PM
Titan 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?
http://www65.zippyshare.com/v/13638581/file.html
Try this one.
Doesn't seem to be save-compatible, though
Title: Re: Interstellar Federation v1.162
Post by: Sörre on May 10, 2012, 05:27:20 AM
That worked fine, and you can use your old saves :)
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 11, 2012, 10:27:02 AM
InterstellarFederation v1.17 is finally here!  Much needed fixes and a new ship. Little is known of Project Mercury other than that it's an experimental Federation gunship developed in direct response to the Scourge infestation.

(http://i.imgur.com/KNUCP.png)


Code
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

Title: Re: Interstellar Federation v1.17
Post by: Rymosrac on May 15, 2012, 07:18:58 AM
I don't suppose you'd be open to a suggestion to buff the harpy MRMs, would you?

I know their OP cost is lower than most medium launchers, but not by a LOT. Tracking and maneuverability is quite good, but between the low damage per missile, fairly low missile HP, and what feel like fairly limited range compared to other MRM's, I just can't get that much use out of them no matter how hard I try. My recommendation is either improving one of the above statistics, or changing them to occupy a small weapon mount. Right now, They just feel like underperforming Harpoons. Granted, the harpoon looks like it should be much harder to hit frigates with, but the Harpies aren't having better luck by any significant margin.

Maybe I'm completely overlooking something.
Title: Re: Interstellar Federation v1.17
Post by: cp252 on May 15, 2012, 02:50:16 PM
I guess the enforcement fleets are supposed to be equivalent to the Hegemony system defense fleets... but don't you think they should
a) Spawn less often than Hegemony defense fleets and
b) Not zoom around the system killing everyone? Sometimes they just camp a planet and destroy. They're impossible for the weaker factions to dislodge and the Hegemony is friends with them. While their good relations make sense, they sort of depopulate everyone. At least the Hegemony fleets stay around their planet.
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 15, 2012, 06:45:31 PM
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.
Title: Re: Interstellar Federation v1.17
Post by: Uomoz on May 15, 2012, 06:58:53 PM
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.

Just changed IF Enforcement Fleets behavior in Uomoz's Corvus: now 80% Defend the Station, 20% Patrol (not Raid) the system. :)
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 16, 2012, 04:48:57 AM
Yep, that about sounds good; I'll give something like that a shot with the standalone.
Title: Re: Interstellar Federation v1.17
Post by: vorpal+5 on May 16, 2012, 08:16:11 AM
What should be the hangar size and flight decks number of the Titan super carrier? I have it at 40/0 in the current Uomoz Corvus mod. Frankly, I don't see that as a super carrier, knowing that destroyer sized light carriers have 15/1 and some converted transports are at 25/1.

I guess that the 0 in flight deck is an error that is now fixed, for a super carrier of such a price, something like 80/3 would make it a carrier (you can tone down the number of big weapons though). I'm thinking the way the super carrier are done in our world, that's right, but if you equip her as a dreadnought, giving large weapons, then for balance purpose you need to tone down the hangar size and number of flight decks, and then you don't have a super carrier anymore, but just another badass battleship...

My second point is about the Vixen. how she is a missile ship? 3 medium missiles slot? Yeaaah... Knowing that many others ships have 2, this don't seem like an extreme specialization to me. Again, something like more missiles and less of the rest would fit more the thematic. At least 4 medium missiles, it's a missile ship, why she has a medium ballistic? Only small ballistic as PD, and the rest is for missiles. Why blur the line?

In the end, a ship can't do everything. If you name it 'missile ships' but she has only slightly more missiles than the all-purpose ships, or if you name a hull 'super carrier' but she has only +50% flight deck compared to any crappy light carrier, there is something wrong. Specialize your ships, if you give them a class name that indicate they are!

That said, your hulls graphics are just **** awesome.**** Continue your great work!
Title: Re: Interstellar Federation v1.17
Post by: Sunfire on May 16, 2012, 09:16:59 AM
The medium ballistic is for pd as well, or, for equipping another medium ballistic weapon, because it fits with how the IF seem to build their ships
Title: Re: Interstellar Federation v1.17
Post by: vorpal+5 on May 16, 2012, 09:34:16 AM
My arguments against the Vixen are not that strong, I admit. 3 medium missiles slots are much more than what they field elsewhere.

I'm mostly advocating a change for the titan class carrier. She is a super carrier, not a slightly oversized escort carrier, for god sake!  ;D
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 16, 2012, 08:20:15 PM
========================================================

Of Dreams and War

Over a millennia ago, during a time of peace and exploration, mankind's greatest undertaking led to the creation of the Stardrive, a device capable of instantaneous travel between two points in space.  Massive Republic colony ships were constructed around them to carry the hopes and ambitions of their people to distant stars.  Capable of only a one-way trip, decades were spent selecting planets for colonization.  Soon, life was seeded across thousands of worlds in the fringes of charted space.  Further advances in localized FTL engines bridged the gaps between neighboring systems and brought about galactic trade, transforming colonies into civilizations.  As their territories began to brush against each other, it wasn't long before greed led to war.  Centuries of savage conflict ravaged countless worlds and lost with them was much of the technology and knowledge of their forefathers.  Cast into darkness and isolation, generations past with little hope of a brighter future, until word spread of a small fleet from whereabouts unknown trying to unite the colonies under one flag.  Through helping one another rebuild, this interstellar federation strengthened the galactic bonds more than they had ever been before and civilization once again prospered.  It seemed as though nothing would threaten the peace everyone enjoyed until the discovery of omega particles attracted the attention of a bloodthirsty alien race known as the Jardain.  

What began as losing communication with distant outposts quickly developed into the First Contact War.  Just as advanced and with greater numbers, the Jardain swept through Federation space like a plague.  With astute resourcefulness, Federation generals stalled the enemy as they realized a desperate attempt to develop a weapon that could turn the tides of war.  Crippled and abandoned after forgotten skirmishes long ago, the once great Republic colony ships would rise again to protect the children of their builders.  Contained within them was the most advanced piece of technology known--the Stardrive.  Without the knowledge of their ancestors, repairing it was impossible, but Federation scientists were able to repurpose its colossal hadron reflector to create a devastating weapon.  Living areas were gutted to fit power cells, cargo bays were packed with ammunition, sub-systems of sub-systems filled the decks and lesser ships were sacrificed to reinforce its armor.  On the eve of year 1500, marking the anniversary when mankind had embarked on a daring life among the stars, the first Titan was born.

========================================================

And that's why Titans don't have big hangars.

Title: Re: Interstellar Federation v1.17
Post by: Rymosrac on May 16, 2012, 09:11:02 PM
That was, quite possibly, the most fantastic response I've ever seen.
Title: Re: Interstellar Federation v1.17
Post by: Archduke Astro on May 16, 2012, 09:52:39 PM
Outstanding.
Title: Re: Interstellar Federation v1.17
Post by: Uomoz on May 17, 2012, 01:20:47 AM
O_O
Title: Re: Interstellar Federation v1.17
Post by: vorpal+5 on May 17, 2012, 01:49:35 AM
I applaud this nice writing too  :D

My point is that the ship class is 'carrier', so I'm also wondering what will happen if you send a 'gather carrier group' order during tactical battle. One would not want to see her in the rear with the other fighters-replenishing ships, right?

Title: Re: Interstellar Federation v1.17
Post by: keptin on May 17, 2012, 06:16:56 AM
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.

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.
Title: Re: Interstellar Federation v1.17
Post by: DNAz on May 18, 2012, 04:56:56 AM
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.

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.
Too bad the lopsided weapons gives my crazy OCD (I hate myself :-\)
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 18, 2012, 07:19:55 AM
Asymmetry, gotta love it.  8)
Title: Re: Interstellar Federation v1.17
Post by: IIE16 Yoshi on May 18, 2012, 08:41:17 AM
I really don't like asymmetry in my ships. Really, really bugs me looking at that Lotus converted Medusa with it's mauler on one side and flak on the other. Just..nuuuuu....why would anyone build ships with blindsides  ???
Title: Re: Interstellar Federation v1.17
Post by: Uomoz on May 18, 2012, 08:58:46 AM
1) Asymmetry FTW.

2) Asimmetry is awesome to give ships weakpoints. It's an easy way to balance a big ship.
Title: Re: Interstellar Federation v1.17
Post by: IIE16 Yoshi on May 18, 2012, 09:03:29 AM
Well...when you put it like that... ::)

But still, I just really don't like non symmetrical ships. Auria is the only ship I've touched upon out of the entire IF fleet. And just because I love it's double hulled design. (also symmetrical!)
Title: Re: Interstellar Federation v1.17
Post by: Upgradecap on May 18, 2012, 09:08:16 AM
1) Asymmetry FTW.

2) Asimmetry is awesome to give ships weakpoints. It's an easy way to balance a big ship.

It also looks awesome!  :)
Title: Re: Interstellar Federation v1.17
Post by: IIE16 Yoshi on May 18, 2012, 10:37:07 AM
(http://wiki.eveonline.com/wikiEN/images/f/fc/640_512.png)

^ This > This v

(http://wiki.eveonline.com/wikiEN/images/d/de/Raven2.jpg)


Also, lots of angles. :3
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 18, 2012, 01:53:11 PM
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
Title: Re: Interstellar Federation v1.17
Post by: DNAz on May 18, 2012, 04:00:53 PM
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
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.
Title: Re: Interstellar Federation v1.17
Post by: keptin on May 18, 2012, 04:52:54 PM
The AC-130 is a gunship designed to circle its target.  Because it's target is always on its left side, all of its guns are fixed such that they aim to the left of the aircraft.  If its guns were mounted side-side symmetric, only half could fire at its target at any one time.

When combat can happen in any direction why make any side weaker.

Because you're making the other side stronger.

All designs have their limitations: weight, cost, size, shape, materials, etc.  By making all sides equal, no side is "stronger".  Since there's this thing called "rotating" that allows a ship to face its enemy, if a ship evenly armored in every direction combats a ship that's strong in one direction (presumably, the direction facing its opponent), then the evenly armored ship will be at a disadvantage.

Real world examples of symmetric and asymmetric defenses:
Castles are immobile fortifications, so if one had asymmetric defenses, an attacking enemy would flank it and strike its weakest point.  Tanks and armored vehicles aren't immobile, which allows them to always face their enemy.  That's why they're more heavily armored up front--an example of front-back asymmetry.
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 19, 2012, 10:43:55 AM
InterstellarFederation updated to v1.18!  Small tweaks and a new ship, the Yukon-class Prototype Destroyer:

(http://i.imgur.com/GFPe2.png)

Code
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
Title: Re: Interstellar Federation v1.18
Post by: IIE16 Yoshi on May 19, 2012, 10:58:33 AM
Symmetry?

 :o
Title: Re: Interstellar Federation v1.18
Post by: vorpal+5 on May 19, 2012, 03:13:30 PM
very nice looking new ship. what is her focus as a prototype?
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 19, 2012, 04:59:52 PM
Uses the most cutting edge untested technology to defeat the Scourge.
Title: Re: Interstellar Federation v1.18
Post by: Uomoz on May 19, 2012, 05:26:48 PM
Uses the most cutting edge untested technology to defeat the Scourge.

But why? The Scourge just wants to HUG you all.
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 19, 2012, 05:35:01 PM
...and then explode with a terrifying death shriek.
Title: Re: Interstellar Federation v1.18
Post by: Archduke Astro on May 19, 2012, 05:35:44 PM
Uses the most cutting edge untested technology to defeat the Scourge.

But why? The Scourge just wants to HUG you all.

Riiiiiight. [-snicker-] And invite us to its grandmother's house to partake of biscotti and tea, no doubt. :D
Title: Re: Interstellar Federation v1.18
Post by: IIE16 Yoshi on May 19, 2012, 05:53:14 PM
But of course, the Scourge are nothing if not, the most polite group of chaps.
Title: Re: Interstellar Federation v1.18
Post by: nonomo4 on May 21, 2012, 05:57:16 PM
Shields up, they will give hell.
Shields down, they just poke you :)
Title: Re: Interstellar Federation v1.18
Post by: Uomoz on May 21, 2012, 06:20:19 PM
Shields up, they will give hell.
Shields down, they just poke you :)

:D, someone is actually digging into my design decisions, I'm happy.
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 26, 2012, 12:09:12 PM
So, I started playing Uomoz's Corvus a couple weeks ago.  I started with a Scythe, and immediately my attention was drawn to the IF ships.  In vanilla I loved expansion tech, everything from their aesthetics to the playstyle appealed to me.  The IF ships all have slim tactical profiles and some have interesting firing arcs.  They just screamed "Professional military" to me.  They're a little short on energy weapons, but their reliance on ballistic weapons just reinforces that army feel.

However, after getting into more of the ships I soon found them to be quite unsatisfactory.  They were underpowered.  The Dakota and Shogun were abysmal; I couldn't stop looking over to the Lasher and realizing just how much better it was.  IF ships are expensive, afford little OP and few weapon slots, and generally aren't very flexible.  I was disappointed, but I kept playing.

It grew on me.  Far more than I expected.  I refit them as best I could and found myself pairing hypervelocity drivers and heavy maulers to brutal effect.  My Dakotas have a light needler, two assault guns and a vulcan cannon on them.  My shogun had the aforementioned pair with a few LMGs and a tactical laser.  Ares cruisers have the pair as well, with two heavy maulers and one driver.

That said, even after I found an enthusiasm for the faction they still seem wanting.  My ships tend to underperform and I lose Dakotas left and right.  Overall, I can't seem to pinpoint what the faction is supposed to be.  They all seem to have low durable with decent maneuverability and speeds, but are rather undergunned.  I can't shake the feeling they're quite underpowered.  The Battlecruiser has a few medium ballistic mounts and one large missile mount, and this pales in comparison to any vanilla ship.  They do well enough in simulations, but I fear that's merely my personal skill compensating heavily for what seems to be the Imperial Guardsmen of Corvus.

Is that what you were going for?  They seem too expensive to be cannon fodder.  The battleships are quite powerful, though the Carrier has no flight decks (I think this is a bug.)  The faction's early game seems horribly pitiful with no benefits, implying a fleet with hegemony frigates and destroyers with IF battleships would be the best use of the faction.

Aside from some sketchy graphics I really enjoy the look of these ships.  In fact, I still like the entire faction, even if it's underpowered.  I can't wait to see some IF fighters.  I'm hoping they'll be reminiscent of midtech fighters; mostly just heavy fighters with a lack of actual bombers.  Perhaps a fast fighter wing with an autocannon and a rocket pod.  Perhaps a fighter-bomber.  I don't doubt you have something thought up already.

Oh, and I hope I'm not mirroring some concerns already voiced in the 15 pages of this thread.  I also hope it wasn't too exhausting to read it all, if you did.  :P
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 26, 2012, 02:08:45 PM
Hey, thanks for the feedback!  It wasn't exhausting to read at all, it was actually very helpful.  IFed ships are interesting to play.  They excel in small tactical battles where the player can better micromanage, but are a challenge to play in large fleet engagements.  More importantly, their ships tend to be more specialized than those of the vanilla races.  I agree that they're expensive, lack vanilla numbers of weapon mounts [in place of other strengths] and are generally bigger targets.


The Dakota, for instance, is a good little cargo hauling frigate, but it's not too hot in battle due to its slow speed and odd firing arcs.  The Shogun, while in need of a buff, is an interdictor designed to capture and hold distant relays and nav buoys, fending off fast frigates and fighters, but little else.
http://www.youtube.com/watch?v=l0q9akqLnVg&hd=1

The Antares, a well armored and capable battlecruiser that's more powerful than it looks due to its zero-flux missile weapons.
https://www.youtube.com/watch?v=vsWXUg7UcWI&hd=1

The Titan launch bay bug should have been fixed in 1.17+, but I rely on user play testing and feedback to hunt down bugs and help balance. I can reassess the balance of some ships.  In the mean time, try the Toa, Mercury and Yukon.  They should give your fleets some umph.
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 26, 2012, 04:15:21 PM
Believe me, I've discovered the Toa and the Defiant pack serious punch.  I might end up making those the backbone of my fleet, but I try to maintain a balanced fleet (which generally involves more frigates.)

I wanted to think of the Dakota as an extremely cheap workhorse frigate, but its price and FP kind of get in the way of that.  It certainly deserves a lower price.  That said, its efficient shields makes it quite capable.  Lowering it to 4 FP would require a lot of deliberation.  The biggest problem is the AI is nowhere near as good at piloting the thing as I am.  Dunno what can be done about that.  Sometimes, a light needler and two assault guns is all you need.  That said, the Scythe is ridiculously better than the Dakota.

Like I mentioned earlier, the IF's early game seems unduly weak.  Price drops would make them competitive with other frigates.  The Orion is very good, but it seems it's too reliant on having a Mass Driver (which seems rather overpowered to me.)  That and two assault guns makes it ridiculous at killing anything that doesn't have too terribly much armor.  I haven't gotten much use out of the Rickshaw to say how good it is, but it's certainly not a replacement for the Dakota as the description implies (it's a strike frigate, Dakota is all purpose).

I think you can infer I want to like the Dakota.  There's something about it.  It's weak one on one, sure, but if it was lowered to 4 FP and say, 4k-5k it would suddenly become an efficient workhorse of an IF fleet.  But I don't know if that's how you want the faction to work.  Overall I think what could be improved the most about it is the faction's direction.  From what you said it seems the ships are all meant to be specialized.  But the way I build them (to be most effective) they're all quite generalist.  Maybe that's just a function of how I personally play.  Well, no, I know for a fact that's the case, given how much I like to have an equal spread of kinetic and explosive weapons.

It bears emphasis.  Anytime I pilot one of these ships I do just fine.  I can leverage their maneuverability in conjunction with their slim profile, toggling shields to only intercept what I need to (the shield ends up intercepting many more projectiles than it needs to if left to the AI) and stay at range to synergize with all of the above.  The AI pilots them like they're clumsy Hegemony ships.  It's disappointing seeing an Ares fly right up to an enemy ship when it really shouldn't be.  Elliptical shields would help a lot, but that's probably outside the scope of your modding abilities.

Oh.  I remember another really critical thing.  Please, for the love of god, give the Antares omni shield generator by default?  I can't tell you how indispensable it is, and I feel like I'm spending 40 more OP than I really should.  I said the Antares was weak because I compared it to the Conquest.  Perhaps this was an unfair comparison, but given their FP costs the difference in firepower is just staggering.

Ahh, now I remember one of my other concerns.  IF ships have a woeful lack of PD slots.  But you know, this is fine enough as long as it's accounted for as a weakness.  This becomes extremely obvious when you're against the scourge and all of those tiny missiles get through.  Most ships have one or three small slots protecting the engine and that's it.  But I like that, that's unique, that should stay.

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.
Title: Re: Interstellar Federation v1.18
Post by: Uomoz on May 26, 2012, 04:41:14 PM
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.

Sorry to interrupt. I'll release a Uomoz's Corvus DEV 15 tomorrow with IF, Relics and Ante factions updated and a Release Candidate feel (can't get a script right yet, I hope it'll work someday).
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 27, 2012, 12:50:07 AM
At first I was going to wait for a release, but I guess I'll help out with bug testing and stuff.  I'll get that when it's released.
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 27, 2012, 02:34:39 AM
I'll look at prices again, but I'm comfortable where the fleetpoint values are at.

Fictionally, the Federation is going through revolutionary changes to its ship design philosophies.  First, you have old ships like the Dakota, Titan, and Toa.  Then you have established ships like the Ares, Orion, and Vixen.  Then you have new ships such as the Rickshaw, the Antares, etc.  During the production of these recent ships, some ten to twenty years ago, the Federation began to break its isolationist tendencies and involve itself in galactic politics.  Ship design was greatly influenced as it learned from both new allies and enemies.  The Scourge infestation forced some of these "new doctrine" ships into immediate production and a series of prototypes, either in testing prior to the invasion or specifically designed to fight the Scourge, were added to the Federation combat ship registry.

The descriptions and lore dates need to be consolidated at this point, but the following is when major Federation events roughly take place:
The year is 2595
-1500 years ago, the United Republic sends thousands of colony ships on distant one way trips to a galaxy far away, seeding life in the fringe of known space
-1000 years ago, galactic war breaks out and the colonies are thrown into a dark age
-350 years ago, the Federation is established, uniting the colonies under one flag
-115 years ago, the Jardain First Contact War begins
-94 years ago, the Jardain retreat to their domain and the crippled Federation begins to rebuild, marking the beginning of the Jardain-Federation Cold War
-76 years ago, a worker strike begins on several planets belonging to the mega-conglomerate UniTech United over living conditions and wages, spreading to two nearby systems controlled by rival companies.  The situation soon becomes a violent uprising coined by the media as the Miner Rebellion.  Three years go by with the rebellion gaining force, at which time the Federation military steps in and quashes it in 2 months.
-25 years ago, the Federation ends its isolationist policies and involves itself in galactic politics
-1 year ago, the Scourge invades populated galactic space

Making older ships affordable and useful is important, but instead of seeing them gain additional weapon mounts, you'll see new ships join the fleet.  I have fun discovering the most valuable ship, whether it be for combat, cargo hauling, etc.  Ships like the Dakota and Orion are there to give the player options, not to be the ideal choices for their credits and fleet points.  

Combat isn't the only factor attributing to a ship's cost; the lovable Dakota-class has four (albeit strangely arced) small mounts, shields, a good deal of armor and some hefty cargo space.  Dakotas are odd, a bit slow and have a lot of personality (i.e. they're patched together like a farm pickup), but they've proven their worth and are tough little frigates that the Feds use for utility roles.  In short, they cost what they do because they're decent and hold more cargo than any vanilla frigate; I wouldn't send them on a suicide mission against the Scourge.  What's most surprising is that of all the Fed ships, the little-frigate-that-could Dakota gets the most love.  Three people have mentioned how much they care for them--they must hit a Serenity vibe or something.  If an offbeat crew of bandits were being chased by the Tri Tachyon, I suspect they'd be piloting a Dakota.
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 27, 2012, 11:01:25 AM
Well, remember, I'm not suggesting the ships are given much more firepower at all, especially the Dakota.  That would really muss with the feel of the ships, and take away from the IG vibe I love from them.  Prices and efficiency are my only concern.

It also has to be said how useful cargo space is on a frigate.  I certainly don't see it as a useful thing, given the existence of cargo barges, and the ability for larger ships to have more cargo space.

The Dakota's shields are really good and help it survive even in a total fleet engagement.  Thanks to its few weapon mounts, those few mounts can mount some serious firepower (see: light needler) so I can understand keeping the FP at 5.  By the way, the Destroyers are extremely well priced (they're all 10k or so) as well as the cruisers.  But the frigates are just so out of line.  Like I said, if you stick with an IF only fleet, your early game will be awful unless you rush a cruiser (which is not very desirable given low travel time restricts you from catching up to the things you can actually fight.)

I just want the frigates to be cheaper, I guess.  I like them a lot, not just the Dakota.  The Scythe can stay where it's at; Hound-grade speed, a competent shield, a medium ballistic and three small ones is a HUGE amount of winforever.  The Orion is tanky as hell, so that can stay near where it is.  The Rickshaw I haven't gotten much use out of, but it's a specialized vessel (I'd compare it to the Vigilance.)  But then there's the Dakota, trailing far behind not only the IF frigates, but also the rest of the Galaxy's frigates.

As for why I like the Dakota... I dunno.  I've never watched Serenity.  I like the look of it.  I like the "old, rusty trusty" feel from it.  And I like the challenge that comes from using such a meager weapons loadout.  .8 Omni shields, a light needler and some assault guns is all you need sometimes.  :D  If the Dakota's price is improved, I would also hope they become more abundant in the station.  Quite frankly I would not think twice about putting six of them in my main battle fleet.
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 30, 2012, 11:23:07 PM
A minor suggestion.  The Toa is an excellent destroyer, but the energy mounts are kind of wasted because they're hardpoints and they turn so pitifully slowly, even with a fast-moving tactical laser.  They also have trouble hitting things in front of the ship.  It'd be nice if they were changed to turrets, and the arcs made slightly bigger so they could hit a target in front.  At the very least, make the weapons face forward by default if possible; the weapons generally can't be brought to bear since small energy weapons tend to have short ranges anyway.

By the way, the Yukon is a monster!  I never imagined the beauty of 8 light needlers and 5 heavy maulers.  Simple, yet effective.  It's a giant spaceship-shaped hammer.  :D

I noticed your new obsession with light assault gun arrays.  That said, I had a lot of trouble making the Mercury very effective, and even with its current build it seems to lack oomph.  But I suppose all IF ships lack the sheer killing power vanilla ships tend to bring, but still manage to get the job done (though generally only by rigorous min/maxing.)  I realized the Ares and Yukon have flight decks, and found it odd considering they both seemed so assault-oriented.  But I can't say I disagree with the notion of the IF lacking dedicated carriers - I like it!  More uniqueness.

Now I'd just like to see fighters, and more polish done on the sprites in general (imo the Ares is the best, most complete looking.)
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 30, 2012, 11:55:18 PM
That said, I had a lot of trouble making the Mercury very effective, and even with its current build it seems to lack oomph.

Can you describe the scenario in which the Mercury underperformed?
Title: Re: Interstellar Federation v1.18
Post by: IIE16 Yoshi on May 31, 2012, 01:49:41 AM
Call me bland but when I was using IF ships, I just smothered them in those HV Autoguns in all shapes and sizes.  ::)
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 31, 2012, 03:13:46 AM
Ha, hopefully that was after they were nerfed.  They act in more of a "graviton" support role now, but I think I went a little too far.
Title: Re: Interstellar Federation v1.18
Post by: Rymosrac on May 31, 2012, 07:38:38 AM
Wait. . . did you remove the other two variants on the "Piranha" launcher?
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 31, 2012, 09:09:05 AM
Yup, a long time ago.  They'll be introduced with new sprites at some point, each using a different damage type and unique delivery method.
Title: Re: Interstellar Federation v1.18
Post by: Seriyu92 on May 31, 2012, 10:56:23 AM
I've been playing the Uomoz's Corvuz mod for about a month now, and I have to say that the IF is hands down the most enjoyable faction I've played thus far in starfarer. At first I was turned off by the asymetrical design of this ships, favoring having the versitility of having no weak side. But there was just something about the ship's designs and color scheme that caught my eye so I decided to give a Dakota start a chance, and it was probabily the most fun Ive had in starfarer. That feeling of bringing down a ships shields with a light needler and the proceeding to give a good broadside with the right side rail guns while circling like an AC-130 gives such a satisfying "*** yeah" feeling.

Ever since then I've been an IF devotee, trying to come up with fleet compositions composed entirely of IF ships, which was both fun and very very frustrating. Seeing a 7.5k Scythe with a Mass Driver explode because the A.I can't use hardpoints effectively, or seeing a dakota circle an enemy with the least amount of hardpoints facing the enemy hurts, espceially if you worked for an hour farming the necessary credits.

But the IF ships just grant a sense of achivement. The ships are designed to reward skill and because they're all designed to fit certain roles, and excel at them if properly used, like the underpowered but fast echo class that can be used to capture a point before retreating.

One of the few things missing from the IF fleet at the moment in my opinion is a dedicated carrier and a IF fighter/bomber. The only ships to my knowledge so far that have a flight deck are the ares destroyer and the titan seige capital ship (which is currently glitched). Another suggestion would be a sort of flak/carrier hybrid destroyer that can fit the role of anti-fighter that the IF fleet so badly needs at the frigate/destroyer level since the small ballistics mounts on the dakota, rickshaw and better used for broadsides then anti-fighter/bomber. And with the lack of a carrier until the Ares, fighter escorts get decimated and replacing them, along with stupid A.I losses are unsustainable to the amount of loot per battle.

Other than that I have no real complaints! You've created a unique and well balanced mod and I cant wait to see future updates!
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 31, 2012, 02:21:46 PM
I can't tell you what underperformed about the Mercury because it's a "feel" thing.  Like I mentioned, it lacks killing power.  It feels like it lacks "oomph."  6 small mounts and a mere 2 medium isn't much firepower, even if you put 4 assault guns on the front, 160x4 at 600 range just doesn't seem to cut it.  I had success mounting a typhoon or an annihilator on the medium universal mount.  But, compare it to the Eagle, or the Dominator, or any other similarily priced vanilla ship, and you'll see it's woefully undergunned.

Honestly, I like seeing the IF as a faction which doesn't rely on fighters for much.  I like that there is no dedicated carrier, though we might be able to do with another flight-deck enabled destroyer or cruiser.  Perhaps IF fighters will all be large corvettes who don't rely on flight decks too much.  I know I'd like to see one with a rocket launcher of some sort, instead of bombs.

That said, the frigates still need work.  Now that my fleet has flight decks I've completely phased out frigates for fighters.  It's a late game fleet, sure, but I just don't see much use for them.  The cargo capacity sure won't help me, and until the AI is made smarter about self-preservation even the Dakota's efficient shields can't save it from its own stupidity.

I just wish the station would receive more Toas and Defiants.  Now those are competent vessels.
Title: Re: Interstellar Federation v1.18
Post by: Seriyu92 on May 31, 2012, 03:57:21 PM
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.

I have to agree on the A.I and thh Dakota's though. Its sad to see them run head first into a pack of fighters or directly at a crusier and just die. The only way to truly keep them alive that I've found is to group them together and micromanage them with the majority of my fleet command points/or abandon my Flagship to take over the leader of the Dakota wolf pack and steer them away form danger myself.

However I feel like the IF does need its own fighters, seeing as the frigates/destroyers are most effective when you abandon AA all together at the frigate/destroyer level. It would be cool to see a destroyer class vessel with a flight deck to escort around some Dakotas and Shoguns in a sort of wolf pack mini-fleet.

Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 31, 2012, 04:19:53 PM
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.

That's because Mass Drivers are op.    ::)  Try using vanilla only weapons (or the autoguns which are fine) and you'll have a much harder time.
Title: Re: Interstellar Federation v1.18
Post by: keptin on May 31, 2012, 04:34:25 PM
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.
Title: Re: Interstellar Federation v1.18
Post by: NikolaiLev on May 31, 2012, 04:57:43 PM
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.

I hope the carrier won't be generic useless-for-everything-except-carrying.  But, with what I've seen so far I don't doubt I won't be disappointed.

I've always wanted to see a combat carrier of some sort.  To me, that's what the Ares was, as it was a competent combat ship first, and a carrier second.  We already have the Vixen as a support destroyer (and quite a foxy one at that) so hopefully the carrier won't be a redundant one.
Title: Re: Interstellar Federation v1.18
Post by: Sarkovar on June 01, 2012, 12:49:51 AM
I just tried the hadron accelerator ... lasers are for nerds and eye surgery, the IF is filled with big hairy chested men who throw big exploding sticks at each other .

Here at the IF research labs we have reached the pinnacle of pointy stick technology. What? You thought we were using something crazy like depleted unobtainium shells or harnessing raw power? Don't be absurd, such things are an impossibility, we just shoot big pointy sticks at the speed of light and the effect is similar to a high grade nuclear blast. How you might ask? None of your damn business is how; trust us, we're scientists.

The Interstellar Federation: Laser free since '83.
Title: Re: Interstellar Federation v1.19
Post by: keptin on June 01, 2012, 01:06:23 AM
InterstellarFederation v1.19 released!  The Zephyr-class Strike Carrier, Hornet Fighter and Draken Interceptor mark the introduction of IFed fighters and carriers.

(http://i.imgur.com/YvNXg.png)   (http://i.imgur.com/Tr1XA.png)   (http://i.imgur.com/RSES1.png)

Code
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
Title: Re: Interstellar Federation v1.19
Post by: IIE16 Yoshi on June 01, 2012, 04:32:19 AM
Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out?  :P
Might have to start over on the modpack and play only as the IF. But goddamn, it's gonna take a while to learn all the ballistic guns. Or, if those fighter wings don't end up costing an arm and both legs to repair during battle, I may go with a fighter heavy fleet.
Title: Re: Interstellar Federation v1.19
Post by: mendonca on June 01, 2012, 06:03:11 AM
I love it, keptin.

I might just have to give this mod a spin again at the weekend in celebration.
Title: Re: Interstellar Federation v1.19
Post by: DNAz on June 01, 2012, 06:39:59 AM
InterstellarFederation v1.19 released! Snip!

Hell yea!
Title: Re: Interstellar Federation v1.19
Post by: vorpal+5 on June 01, 2012, 07:16:47 AM
Yes, carriers, all hail the IFed  ;D
Title: Re: Interstellar Federation v1.19
Post by: NikolaiLev on June 01, 2012, 12:35:03 PM
Your best spritework yet, keptin!  Those are some marvelous vessels.  My enthusiasm to command them is palpable.

Between Uomoz's mod, and your faction alone, I could not decide which is my favorite.  I suppose I could choose the former, solely on the grounds it includes yours!  :D

I do like you're making balance changes to make ships more efficient rather than say, just giving them larger or more hardpoints or something.  I fear to see just how much punishment Dakota's shields can soak now.
Title: Re: Interstellar Federation v1.19
Post by: Uomoz on June 01, 2012, 12:56:30 PM
Updating U'sC right now with this awesome stuff. Tonight I have FINALLY time to spare and will probably work my ass off on the compilation :D.
Title: Re: Interstellar Federation v1.19
Post by: cp252 on June 01, 2012, 05:23:25 PM
Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out?  :P
I would totally **** in that carrier.
****= land. What were you thinking
Title: Re: Interstellar Federation v1.19
Post by: Sörre on June 01, 2012, 05:36:27 PM
Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out?  :P
I would totally **** in that carrier.
****= land. What were you thinking

Don't forget that you also need to launch so that you can get away.
Title: Re: Interstellar Federation v1.19
Post by: Seriyu92 on June 02, 2012, 07:55:08 PM
You sir do not disappoint  ;D Love the look of the strike carrier along with the fighter & interceptor, as well as the change to the vixen. Gonna have a blast seeing what that lovely strike carrier can do!
Title: Re: Interstellar Federation v1.19
Post by: PCCL on June 02, 2012, 10:22:35 PM
yay fighters!

this warrants another try on this mod

 ;D
Title: Re: Interstellar Federation v1.19
Post by: Uomoz on June 03, 2012, 02:27:45 AM
kep! Implementing U'sC with your stuff i noticed a couple of things:

1) you don't need to add convoys to InterstellarFederationSpawnPoint as they are spawned by InterstellarFederationConvoySpawnPoint. You can edit the frequency of the spawn from InterstellarFederationSectorGen, line 31, (sector, system, 10 [how many days occur between each convoy], 1, IFconvoy, station3)

2) the Zephyr isn't in the convoy ships list ;).

And now that I think about it, I didn't edit the fleet composition for U'sC in the latest update *facepalm*.
Title: Re: Interstellar Federation v1.19
Post by: keptin on June 03, 2012, 04:17:07 AM
Awesome, thanks for the tips, I'm on it!
Title: Re: Interstellar Federation v1.19
Post by: NikolaiLev on June 03, 2012, 04:46:16 PM
Hooolyyyy jesus.  I just found out how to make the Mercury ***.

Two heavy needlers on the hardpoints and two light needlers on the side points.  A riptide MLRS on the universal slot.  The four front univesal slots?  Annihilator rocket launchers.

Four annihilator rocket launchers.

***.  ***.  :D

p.s. PD is for wimps  this is the IF motto, really
Title: Re: Interstellar Federation v1.19
Post by: IIE16 Yoshi on June 03, 2012, 05:13:08 PM
Sounds like a cheese ship. I like cheesing.
Title: Re: Interstellar Federation v1.19
Post by: NikolaiLev on June 03, 2012, 11:11:05 PM
Sounds like a cheese ship. I like cheesing.

No it's not.  Trust me, I'm lactose intolerant.

It's just amazing.  :D
Title: Re: Interstellar Federation v1.19
Post by: Starlight on June 04, 2012, 04:18:25 AM
I'm quite a fan of this mod, I love the appearance of the IF's ships and generally find them fun to play with, if a little slow for my tastes. z: )

I'm a particular fan of the Ares class Heavy Destroyer and the Antares Battlecruiser.  As such, I modified them for my own ends.  ^.^ 

I made the Mars class destroyer (Mars substituting Ares as another god of war) and Satevis (another name for the star Antares) class Battlecruiser, which are both recoloured, somewhat faster, somewhat flimsier and the mounts have been played around with (IF needs more energy weapons.)   

I strippped these out of my personal mod in order to post it to this forum, but I was wondering if Keptin might want to take a look at them?  (If so, how?)
Title: Re: Interstellar Federation v1.19
Post by: IIE16 Yoshi on June 04, 2012, 04:23:12 AM
You can put the images for their sprites on something like imgur and use [img] to display them, as for their data, upload your modified IFed folder to something like dropbox in a zip and go from there.
Title: Re: Interstellar Federation v1.19
Post by: Starlight on June 04, 2012, 05:21:39 AM
Aye, I've just gotten Dropbox and I've used it for my mod (very handy,) but I'd like Keptin's say-so before I do any such thing with stuff that is theirs. 
Title: Re: Interstellar Federation v1.19
Post by: keptin on June 04, 2012, 06:36:10 AM
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.
Title: Re: Interstellar Federation v1.19
Post by: Uomoz on June 04, 2012, 06:40:21 AM
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.

QFT, I do agree with this line of thought.
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 04, 2012, 07:02:55 AM
InterstellarFederation v1.2 released!  Sprites updated with visible launch bays, several new ships and ship descriptions, more fighters and a whole bunch of housecleaning.  IFed is finally back into the double digits with "1.2"!

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)

Albatross-class Attack Ship
For those who love to run and gun! Quad ballistic array is a joy for trigger happy captains and the bane of enemy frigates.
(http://i.imgur.com/w0Mle.png)

Foxbat Fighter
Swarm your enemy with angry bees!  The foxbat wing is cheap and plentiful, for the thrifty commander who needs a heaps of fighters.
(http://i.imgur.com/EdjGR.png)

Tracer Heavy Bomber
Big boom in small package; these babies will light up the system with the heat they're packin'.  Just be sure to bring plenty of supplies.
(http://i.imgur.com/olcaH.png)


All the changes are documented in the changelog below:

Code
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
Title: Re: Interstellar Federation v1.2
Post by: Uomoz on June 04, 2012, 07:45:52 AM
Can I marry a Montana Class Cruiser?
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 04, 2012, 07:48:34 AM
I think that's how mad cow started.
Title: Re: Interstellar Federation v1.2
Post by: Uomoz on June 04, 2012, 07:49:33 AM
Is it even legal in Corvus?
Title: Re: Interstellar Federation v1.2
Post by: Upgradecap on June 04, 2012, 07:50:26 AM
I think that's how mad cow started.

Or was it?

http://www.youtube.com/watch?v=7g9WjcGdxuM
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 04, 2012, 07:51:07 AM
Is it even legal in Corvus?

Only if you get caught.  ;)
Title: Re: Interstellar Federation v1.2
Post by: hadesian on June 04, 2012, 07:52:03 AM
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.

Hehe, Super Giga Robot Nesbitt. 'We can't ride him!' said Serenity 'Oh, we can "ride" him...' said Duke Devlin....
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 04, 2012, 07:57:43 AM
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.
Title: Re: Interstellar Federation v1.2
Post by: hadesian on June 04, 2012, 08:01:48 AM
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?
Duke Devlin.
Title: Re: Interstellar Federation v1.19
Post by: Starlight on June 04, 2012, 12:54:29 PM
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.

Well, here' the images I made for the modifications:

(https://dl.dropbox.com/u/82949984/MarsDestroyer.png)
(https://dl.dropbox.com/u/82949984/SatevisBattleCruiser.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: )
Title: Re: Interstellar Federation v1.2
Post by: NikolaiLev on June 04, 2012, 01:59:23 PM
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)

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.

By the way Starlight, I don't see terribly much value in mere recolors.  But I think it'd be cool if you kitbashed the ships a bit and gave them a rusty look.  Basically, giving them the Lotus treatment, you know?  If keptin and the author of Lotus are cool with it, anyway.  Lotus and IF loadouts are already pretty similar, except from what I've seen Lotus ships tend to have oversized mounts.  So, messing with the stats and changing around mount types oughta do it.

Creative commons is neat, but... if keptin wasn't the only one making his mod, then we'd have to shower too many people in praise :x

Edit: I forgot to mention.  I've been using the fighters, but I find them a little lackluster.  Drakens seem... on par with talons, ish, and mediocre for anything else.  They certainly lose to bolts, even retreating ones.  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.  An HMG and two Sabots will crack shields, and do little else.  Sure, the IF loadouts are all kinetic-oriented, but... efficacy should be present somewhere, at least.

That's just my experience, though.  Perhaps someone else used them to great effect.
Title: Re: Interstellar Federation v1.19
Post by: keptin on June 04, 2012, 04:47:08 PM

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: )

My release reqs are more or less a modified CC BY-NC-ND, https://creativecommons.org/licenses/by-nc-nd/3.0/ (https://creativecommons.org/licenses/by-nc-nd/3.0/), which i consider pretty lax.  Once upon a time, I used to open my stuff up completely...I don't do that anymore.  I now prefer working in small groups of devoted, experienced and mature modders as they're productive, easy to work with, and quality-focused.

As for the ships names, I choose them on the spot or from a small list I've compiled.  I stumbled across Albatros (one "s") when browsing WWI German biplanes on wiki.  It sounded cool, so I checked the Uomoz comp to see if it was being used, it wasn't, so I used it.  If you like it, you should use it too.

Practice makes perfect, keep working at it!  I had some image editing experience, but I never made a sprite before two months ago.  They're still far from vanilla quality, but I can live with that as I improve.


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.

Ha, glad you like it!  I promise it will make for some interesting battles.

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.

The Drakens are close to where I want them, but I agree the Hornets could use some changes; it often takes a few patches to smooth out new ships.  As always, thanks for the feedback!
Title: Re: Interstellar Federation v1.2
Post by: Uomoz on June 04, 2012, 10:49:38 PM
Now, I play the waiting game until UC mod gets updated with it.

OK! I'm on it right now. Expected release in 30 minutes.
Title: Re: Interstellar Federation v1.2
Post by: PCCL on June 05, 2012, 12:36:07 AM
just wondering, keptin, how do you make these sprites?

what program do you use? techniques?

these look amazing btw, hoping to learn a thing or 2
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 05, 2012, 03:53:16 AM
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.
Title: Re: Interstellar Federation v1.2
Post by: Upgradecap on June 05, 2012, 03:58:27 AM
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.

What models do you use to kitbash in the first place?
Title: Re: Interstellar Federation v1.2
Post by: WKOB on June 05, 2012, 05:27:57 AM
Likely his own.
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 05, 2012, 05:46:25 AM
They're not mine, they're free models I find across the internet.  I'm a modeler by trade, but I don't have the time to model every ship.  Plus, I find modeling spaceships, sports cars, and big breasted heroines cliche and boring.
Title: Re: Interstellar Federation v1.2
Post by: NikolaiLev on June 05, 2012, 09:30:42 PM
I've had a few hours of playtime with 1.2.  I did a quick start with 100,000 credits and picked a carrier/support heavy fleet to start, so I could sample the Montana, the Albatross and the fighter wings.

The Montana is woefully undergunned.  Not by mounts, since that's par for the course, but its OP allowance is ridiculously low.  While needing to be stingy with OP in IF ships is a function of their balance, it felt especially egregious with the Montana.  I don't think I'm the only one who feels awful being forced to leave mounts empty in order to approach an optimal (or efficient) loadout.  It can only bring two medium mounts to bear (this is fine) and works best using the right side as its broadside, leaving the ship with four small ballistic and two medium ballistic mounts.

That's not an awful amount, especially given what the ship is supposed to be.  However, the incredibly low OP leaves no quarter for vents, especially if you take the ever-so-critical Integrated Targetting Unit.  My current loadout is two flak cannons on the left, a Medium Autogun, a Heavy Mauler, two light autoguns, two light assault guns, ITU and a mere 2 vents.  This ship was clearly derived from the Dakota, and to me, the Dakota was a ship that had very few mounts, but was powerful because you could mount nigh whatever you wanted on them with OP to spare, not to mention efficient shields and durability.  The Montana has good shields, but its durability is very lackluster.  And if you start to compare this ship to the Venture, then things get REALLY ugly.  Sorry for not liking it as much as you probably presumed I would, but it feels far too underpowered to be very appreciable :x  Maybe others have had more luck in kitting it out and using it.  Maybe I'm overreacting, but I could see anywhere from a 10-20 OP buff being reasonable.

The Tracer wasn't what I was expecting (or hoping for, I was hoping it wouldn't have been a true bomber, like rockets+autogun or some sort of fighter-bomber), but I found it quite efficacious if not for one small hitch: the torpedoes fire in a Y pattern, spreading out from when they fire.  This generally results in only one torpedo per ship hitting, especially on smaller or slimmer cruisers or destroyers.  Its lack of an auxiliary weapon, even an LMG or something is a little jarring to me, but I can see why you'd do that (earlier mention of IF ships being specialized.)

The Foxbats... I'm not sure how I feel about them.  I don't really understand why they exist aside from the Draken, except I've found them oddly potent.  Maybe it's the LMG as opposed to the vulcan cannon.  A wing sure can chow through those shields.

Hornets make me smile.

I think the implementation of IF fighters (and thus me using them) has made Dakotas survivable by proxy; I have four in my fleet, to good effect.

But enough nitpicking, now I must shower you with praise for the Gift that is the Albatross.  I can't tell you how much I love this thing.  From what it can do to the way it looks (your sexiest ship yet!) it's perfect.  It's balanced, too, because it's made of paper.  But four light autoguns will rip and tear anything.  I'm also pleased you found something to put rockets on :3  (can you tell I like rockets?)

I love the Zephyr, by the way.  I've tested it thoroughly, and it can go toe-to-toe with a frigate and win.  It feels low on the OP side (as do many IF ships as I mentioned earlier) but this is reasonable for a carrier so it's not just a destroyer that can refit ships.

And one last note.  I've found myself starving for hangar decks.  Do you think you'd be remiss in giving some of the other ships a few?  Vanilla ships tend to have at least 3 each.  I could see giving the Dakota 3, the Orion 6, and so on.  At the very least, the Montana could use more.

Sorry for the loadsa text.  I guess I'm a little passionate about your mod.   :D
Title: Re: Interstellar Federation v1.2
Post by: keptin on June 05, 2012, 11:42:24 PM
I really appreciate the feedback, but hear me out for a moment...

I like my criticism professionally direct; tell me what the problem is and let me fix it.  I understand you're passionate, but keep it in perspective--I busted all this out in two days, I don't think disappointment is justified.  So chill out, kick back and have a mai tai or two...or three while I take some time to review and test all the content that was just created.  I release it raw because awesome folks like you can be my alpha testers, which gives me more time to patch previous content and build more.

Just remember, I'm deving this for fun.  :)

====================

Now lets reply to your feedback!

-I'll look at the Montana.  Note, it can hold a bunch of cargo, has launch bays, is cheap, has a *** load of armor and fantastic shielding.  I drew the line at combat performance--that's what balances it.  Otherwise, it's a lame best-at-everything Superman ship and everyone knows Superman sucks, Batman rules.  I think you're trying to make it something it's not.  Also, ditch ITU, it sucks.

-The Tracer makes big boom on big targets and small boom on small targets.  That's how it rolls; it sounds like it's working as intended.

-The Foxbat exists because I wanted to kill stuff with swarms of angry bees, like Talons, but better.  The Draken will become a completely different kind of fighter.

-Lack of hangar space will soon be addressed.

-Glad you like the Albatross, so do I.


Title: Re: Interstellar Federation v1.2
Post by: NikolaiLev on June 06, 2012, 01:05:21 PM
Oh, I think you're under the impression I'm more disappointed or bummed out than I am.  I still love the new stuff, I just had a few irks about it.  Also, don't think I think of my opinion as anything other than that - an opinion.  These are my first impressions, if you will.  :)

I suppose we have an incorrigible disagreement about the ITU, because I find it absolutely indispensable on cruisers unless it's missile-heavy.  Reason being, the jump goes from 20 to 35, which makes it more beneficial, and Range is on the whole an extremely important asset as it allows you to fire from a safer location, and back away more easily.  This is double for a support/utility cruiser like the Montana.

And yes, you might be right that I just want the Montana to be Better, which could go against what you wanted for it.  But it's 13 FP, and it's not that cheap, and it's still considered a combat vessel (something that needs to get into the fray and fight), and the Venture outclasses it so handily.  But remember, that's just how I feel about it.

I won't be disappointed at all if you don't change the Montana, though, especially considering the ridiculous amount of feedback you have acted on.  Just keep up the good work!  :D
Title: Re: Interstellar Federation v1.2
Post by: Seriyu92 on June 06, 2012, 01:12:30 PM
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

Title: Re: Interstellar Federation v1.2
Post by: WKOB on June 06, 2012, 02:16:47 PM
Serenity was unarmed. :P
Title: Re: Interstellar Federation v1.2
Post by: Seriyu92 on June 06, 2012, 02:48:00 PM
Close enough  :P
Title: Re: Interstellar Federation v1.2
Post by: NikolaiLev on June 06, 2012, 07:07:52 PM
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



The Antares is capital ship class, though.  It also has a different role (dedicated/more modern combat ship).
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 06, 2012, 07:38:59 PM
InterstellarFederation v1.21 is up!  Patches several ships for balance and hangar space.

Code
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
Title: Re: Interstellar Federation v1.21
Post by: IIE16 Yoshi on June 06, 2012, 08:41:22 PM
Uomoz's Corvus just officially updated to Corvus 15, and already, IFed has updating, leaving it in the dust. Time for DEV16, already?  :D
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 06, 2012, 10:58:08 PM
Uomoz's Corvus just officially updated to Corvus 15, and already, IFed has updating, leaving it in the dust. Time for DEV16, already?  :D

Sounds like it!

Also, wow keptin, you sure took me seriously!  The new Montana looks astounding.  I might have to install the mod standalone just so I can play with it.  I'm eager to see what you did with the Drakens.
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 06, 2012, 10:59:40 PM
You were right, while the venture is quite powerful for its cost and fleetpoints, the Mercury was far below the other cruisers, despite its launch bay.  That's largely corrected.
Title: Re: Interstellar Federation v1.21
Post by: Uomoz on June 06, 2012, 11:21:56 PM
 kep! ::)
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 06, 2012, 11:31:09 PM
Yeah, I realize my rapid-release update scheme isn't really compilation friendly.  No rush!
Title: Re: Interstellar Federation v1.21
Post by: Shoat on June 06, 2012, 11:58:58 PM
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.
Title: Re: Interstellar Federation v1.21
Post by: Uomoz on June 07, 2012, 12:00:49 AM
I release DEVs with "small" updates like this.

Like today, when I get back from uni.
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 07, 2012, 12:06:59 AM
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.

It's up to Uomoz, but in his case, he has three people a day bugging him to update IFed if it's a version behind.   ;D

I keep a detailed and exact changelog so it's easy to know what needs to be updated, as patches like today's are just a copy and paste ship_data ordeal, with the exception of the Draken (ship_data, wing_data, varient, ship.file).
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 07, 2012, 12:12:30 AM
By the way, I keep forgetting to ask.  What's a Hypertug?  From the name I assumed the Orion was a freighter, rather than a lightning fast, well armored attack/strike frigate.
Title: Re: Interstellar Federation v1.21
Post by: WKOB on June 07, 2012, 12:18:51 AM
Spoiler
Hypertug
(http://i.imgur.com/2A8vT.png)
+
2 Dram Classes
+
Grey Paint
=
(http://i.imgur.com/gBQdK.png)

Hypertug
+
Buffalo Class
+
Grey Paint
=
(http://i.imgur.com/NcNvX.png)

Hypertug
+
Atlas Class
+
Grey Paint
=
(http://i.imgur.com/m0ohe.png)
[close]
Title: Re: Interstellar Federation v1.21
Post by: IIE16 Yoshi on June 07, 2012, 12:42:55 AM
It just so happens to double as a really good fighting ship, too.  :D
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 07, 2012, 12:54:44 AM
The Orion is a hyperdrive-equipped towing vessel that connects to various barges via a standard IMEC 10MMT-rated interlock ring.  It's structure is reinforced to withstand years of industrial tugging and trans-spacial shock loads caused by mass imbalances in barge cargo at FTL speeds.  Naturally, as a military industrial tug, it's defensively armed and shielded.  When not towing, its large sublight engines can propel it to high velocities, albeit only for a short time without being connected to auxiliary fuel stores through the interlock ring.
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 07, 2012, 01:05:29 AM
epiphanies

O_O  I never saw it before!

Mostly because I never make use of those vessels.  That's awesome, though.
Title: Re: Interstellar Federation v1.21
Post by: Arcalane on June 13, 2012, 03:37:30 PM
These are some fine-lookin' ships indeed. I especially like the Albatross, and the angled missile racks on the Vixen and Auria are a nice touch.

Speaking of aesthetics, the strikecraft definitely need some work - the Draken looks rather... like an escape pod with wings and a gun, whilst the outlining on the Hornet is inconsistent compared to the Foxbat and Tracer. The Draken looks more suited to being a primitive light fighter, whilst the Hornet looks more like a fast, agile, and fragile interceptor-type. Perhaps take a look at Freespace 2's fighters for more inspiration there?

More once I've actually had a chance to play around with them, on account of still getting the hang of things/being busy with life/other projects/etc.
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 13, 2012, 03:48:40 PM
I think the Hornet just needs to be bigger.  Maybe a bit beefier, like the Tracer, but I don't think it's so bad.

By the way, I have in fact been playing this, though I've been sidetracked with other stuff.  My lack of recent feedback can be chalked up to the fact that... well... I think everything's pretty much at an ideal stage.

Most further work would be done on polishing sprites and adding in new features (like ship systems) I think.  And new ships.

Oh.  And one thing I've forgotten to mention.  I feel the Autoguns are too good now, especially the light autoguns.  They're efficient, only 5 OP, and have same range as railguns.  While they don't have as much raw damage, they're slightly more efficient and they can be fired nonstop due to low flux.  Also, I feel they were underestimated before the buff as the nature of their burst fire made them incredibly potent.

I used them before the buff.  Now, I have absolutely no reason not to use them.  If the current damage values are maintained I believe the dps:fps ratio should at least be 1:1, if not less.
Title: Re: Interstellar Federation v1.21
Post by: Archduke Astro on June 13, 2012, 04:38:06 PM
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.
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 13, 2012, 05:40:56 PM
Aside from the Draken sprite, I'm comfortable with where the mod is at right now and am waiting for the next Starfarer update.

It also has the substantial added coolness factor of looking a great deal like the Nostromo spacetug of "Alien" fame. 1979 salutes you.

Haha, it is the Nostromo!  I'm a big fan of the series and art style.  I'll let you guess which ship is based off the Sulaco.
Title: Re: Interstellar Federation v1.21
Post by: IIE16 Yoshi on June 21, 2012, 02:30:31 PM
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.
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 21, 2012, 03:26:43 PM
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.

I have custom loadouts on almost all of my ships.  I tend to use a common combination of heavy maulers and light needlers.  Just about every ship that's cruiser and up makes use of ITU, excepting missile-oriented ships like my Mercury as well as the Antares.

My Dakota uses a light needler on its forward mount, and a small broadside of two light assault guns on the right, with a vulcan cannon on the left.  My Scythe varies, but it's generally an assault chaingun and two light autoguns or two light railguns, with a light machine gun on the forward turret.  My Albatross uses four light autoguns, one light assault gun on the turret and an annihilator rocket launcher, with two vulcan cannons covering its engines (standard for all IF ships).  Another variant I've been using (in light of a severe shortage of light autoguns, which are too good) I use two light dual autocannons and two light assault guns in the hardpoints, with a dual light machine gun in the front.  This one's a little nicer.

My Toa uses two IR pulse lasers, two heavy maulers, four light autoguns, and a vulcan cannon.  Alternatively, two light needlers on the hardpoints and two light machine guns on the forward turrets.

My defiant can use a similar loadout, though I prefer to make use of an assault chaingun+railgun combo instead.  Riptide gives it the killing power it needs to compete with the Toa's 4 light autoguns and 2 pulse lasers.

My Shogun uses a one-two HVD and Mauler punch, with two light machine guns in its front turrets, and a single IR pulse laser in its energy mount for close-in assault potential.

My Vixen varies, but generally carries three Pilums and a heavy autocannon.  You can give it a Pulse Laser if you wanna get ballsy, or even a heavy mauler, so long as it's something that allows it to fend off frigates.

My Montana uses a broadside loadout, making use of two heavy maulers, two light autoguns on the front turrets and two light assault guns on the right.  Its left side has two flak cannons and a single vulcan cannon covering the engines.  You can add more vulcan cannons to the right engine and front turret if you wish to give it more PD.

My Ares uses two heavy maulers and an HVD, with light needlers.  My Yukon uses five heavy maulers and 8 light autoguns (light needlers work too.)  My Antares is a single-sided ship with two HVDs and one mauler, with the standard locktide/riptide combo, and LMGs and vulcans on the right side.

TL;DR IF ships need to be as efficient as possible.  My personal tactics dictate almost every ship must be a self-sustaining assault vessel, so I go for an HE/Kinetic one-two punch.  They also make use of long range weapons where possible, where they can leverage their superior maneuverability.  I always max out vents where I can, which is my default modus operandi with variants, unless it severely lacks flux capacity.

Hope that helped!

P.S. Light autoguns are seriously too good.   ;)
Title: Re: Interstellar Federation v1.21
Post by: Mayflower on June 21, 2012, 03:40:24 PM
TL;DR
Maulers, maulers, maulers, and light autoguns to the rest.
Title: Re: Interstellar Federation v1.21
Post by: Arcalane on June 21, 2012, 03:42:57 PM
First of all, remember that basically all of your ships have at least some flight deck capacity.

Also, teamwork. For example, a pair of Ares operating together, one fitted with Heavy Maulers and the other fitted with Hypervelocity Drivers - one breaks shields so the other can break armour/hull. Throw in a bunch of interceptors to keep bombers off them and they're quite the combo as long as you stick together.

My present flagship is a Titan with three alternating Cains, two of whatever launcher I feel like using at the time, and every medium/small slot filled with Thunderchiefs/LMGs respectively. At battle start, I turn to bring the starboard side around so the Cains can all hit the same target, drift towards the middle of the battlefield, then methodically chew through enemy shields, armour, then hull, usually from around 2km away. Between all that and my fighter wings (a mix of IFed and TriTach fighter/interceptor wings, with some Neutrino bombers for testing), I can rip through fleets that think I'm an easy target.
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 21, 2012, 05:13:53 PM
TL;DR
Maulers, maulers, maulers, and light autoguns to the rest.

OH MY GOD I FREAKING LOVE MAULERS

You have to mount the maulers.
Title: Re: Interstellar Federation v1.21
Post by: IIE16 Yoshi on June 21, 2012, 07:14:38 PM
*has a Yukon with 3 Thunderchiefs, 2 Mass Drivers and 4 railguns.*

Maulers? What are those?  :D
Title: Re: Interstellar Federation v1.21
Post by: Blade Skydancer on June 22, 2012, 09:05:08 AM
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.

As for the ships I favor, I like the Scythe as a general frigate. It's fast, it hits hard. It's pretty fragile, but for a light frigate that's to be expected. Defiant-class attack ships are a main part of my destroyer fleet, along with Vixens for long-range punch(watching four of them loaded with 3 Pilum LRMs send out huge clouds of missiles is terrifying sometimes.) and Toas for support. For cruisers, I favor the Ares mostly 'cause it can fit a lot of mass drivers on it and be pretty much a WWII-esque capship.

I tried running with the Titan once, the imbalanced weapons makes it a pretty difficult ship to fly. On one hand you have a medium mount pointing one way, and the other, you have four small mounts pointed the other way. Haven't done much with the Aurica yet. I also love the Antares, and wish its big mount wasn't a missile mount(I guess that's why I custom-modded a variant for myself which the two missile mounts got changed to universals...)

At any rate, those are my thoughts.
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on June 22, 2012, 09:22:36 AM
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.
Title: Re: Interstellar Federation v1.21
Post by: IIE16 Yoshi on June 22, 2012, 11:50:07 AM
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.
Title: Re: Interstellar Federation v1.21
Post by: Lopunny Zen on June 22, 2012, 01:50:01 PM
not to be mean...but some of the ships looks like a color mess...like....random colors everywhere...looks a bit sloppy..
Title: Re: Interstellar Federation v1.21
Post by: IIE16 Yoshi on June 22, 2012, 02:08:20 PM
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
Title: Re: Interstellar Federation v1.21
Post by: Upgradecap on June 22, 2012, 02:23:57 PM
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

XD
Title: Re: Interstellar Federation v1.21
Post by: Uomoz on June 22, 2012, 02:28:46 PM
not to be mean...but some of the ships looks like a color mess...like....random colors everywhere...looks a bit sloppy..

Get out you monster!
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 22, 2012, 03:10:53 PM
not to be mean...but

Maybe we need a lesson on the difference between constructive criticism and acting like ***.

Title: Re: Interstellar Federation v1.21
Post by: Lopunny Zen on June 22, 2012, 07:11:05 PM
no im not trying to be mean...dont know why but everyone has been attacking me lately...ight be the same reason everyone hates me for no reason im just saying that the color look like they were jumbled or not a consistent design...why all the attacking im trying to give you the best advice i can..
Title: Re: Interstellar Federation v1.21
Post by: FlashFrozen on June 22, 2012, 07:21:18 PM
I'm just a tid bit curious, Lopunny your not a native english speaker are you?

If you ask me, there are some slightly questionable kit-bashed pieces that I can see Lopunny noticing for example, the Titan class carriers has bits of the Tarsus on the top left side that sort of don't fit in with the ship color wise.

But in general all the ships have a good and consistent if a bit random scheme.

I try to not be too biased, but Lopunny, your comments could use a bit more thought to them in terms of at least expressing your ideas clearly, but if your not a native english speaker I can see that it may be more difficult.

And guys come, it may not be the most pleasant thing to read his comments, but think of it this way, at least if this is trolling, it's by far not the worse it COULD of been.
Title: Re: Interstellar Federation v1.21
Post by: TrexTitan on June 22, 2012, 08:05:49 PM
hah, i don't get this guy at all...
The ships are colored in such a fassion you might suspect that from a side view, sections of the ship is colored in one color, rest in another. Say horizontal mid section is teal, upper and lower is gray.
Think the color scheme is great, a ship does not have to be mono-color. It is certainly not random in my eyes, makes my brain think the ship has a design that due to the top down view, is not entirely visible.
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 22, 2012, 09:25:09 PM
There are varying levels of kit-bashed-ness, which is or is not the IF art style.  I won't say the sprites can't be improved, because they certainly can be.  Regardless, being specific in your criticism ultimately helps me target what needs to be fixed.  A general complaint, i.e. "some of your sprites are sloppy", without telling me which sprites and why or how I can fix them isn't helpful--I'm not here to listen to people whine.

First and foremost, this mod is for me, but I enjoy making the mod better for you too. I appreciate everyone's constructive criticism and I love that people are using the mod, but if you're here to just complain, gtfo.

(http://i.imgur.com/1WYBa.jpg)
Title: Re: Interstellar Federation v1.21
Post by: keptin on June 22, 2012, 09:48:10 PM
With that being said, let's get back to the topic.  I'm waiting on Alex to release v0.53 before working on a new IFed release.  I'm really looking forward to ship systems and seeing how much we can tweak them.  The Titan sprite needs some work more than the rest with its floaty weapon mounts.  I haven't heard much about any particular ships in v1.21 needing stat changes, so I assume they're at a good spot.  The weapons are where I want them to be for the most part.  

I wish the game had multiple star systems so I could work on the currently non-existent back end of the mod, such as having smaller outposts in some systems, a larger spaceport in another, a trading dock in another, etc.  I also wish NPC trading, mining, upgradable hulls, weapon/sub-system crafting and scriptable missions w/ payouts existed.  Hopefully, these things and more come in future releases.  Though, I wish they didn't seem so far away given the pace of things--Alex is only one guy after all.
Title: Re: Interstellar Federation v1.21
Post by: WKOB on June 23, 2012, 01:38:00 AM
When I want for these thing, I buy more copy of Starfarer.
Title: Re: Interstellar Federation v1.21
Post by: Trylobot on July 12, 2012, 12:56:31 PM
@keptin: I love ISF. In my opinion, this is one of the best-looking and best-balanced Mods for Starfarer to date. Not sure if I've said so lately, but keep up the good work man.
Title: Re: Interstellar Federation v1.21
Post by: keptin on July 12, 2012, 11:51:48 PM
Thanks man :)

I'm looking forward to adding to it once .53 arrives.
Title: Re: Interstellar Federation v1.21
Post by: Lopunny Zen on July 14, 2012, 09:16:06 AM
the titan class is awsome but the blue makes it looks...a bit jumbled in color..i dont know where or how to fit it to make it work...just thought id let you know
Title: Re: Interstellar Federation v1.21
Post by: keptin on July 14, 2012, 04:50:33 PM
Thanks Lopunny for providing specific feedback.  The Titan sprite will get a once over in post 0.53 updates  8)
Title: Re: Interstellar Federation v1.21
Post by: Archduke Astro on July 14, 2012, 07:41:14 PM
Thanks Lopunny for providing specific feedback.  The Titan sprite will get a once over in post 0.53 updates  8)

I bet that possible sprite refresh is the least of the could-be changes. Post-0.53, the inclusion of the new fast-loading-missiles ship system is going to make the Interstellar Federation into quite the interstellar bulldozer; grinding and flattening everything in its path.
Title: Re: Interstellar Federation v1.21
Post by: keptin on July 14, 2012, 08:03:58 PM
grinding and flattening everything in its path.

I'm really looking forward to digging into the 0.53 stuff! The goal is to tastefully integrate the new features into IFed--systems should feel like they were always supposed to be there.  I don't want them to seem disruptive.
Title: Re: Interstellar Federation v1.21
Post by: NikolaiLev on July 14, 2012, 09:06:33 PM
I foresee IF ship systems including lots of basic-yet-efficient systems, like Fast Missile Loading, and if possible standardized systems.  I think we'll see a lot of the basic flares and thruster systems, to go in line with IF's relatively low technology level.  I can't imagine seeing things like drones and teleportation systems, I think they'd feel out of place.

I definitely see something like the Albatross getting the enhanced thruster package, for lightning fast strafing runs and things.  It'd also make sense on the Shogun to fit its role of Interdictor.  I wonder what the Dakota would get.
Title: Re: Interstellar Federation v1.21
Post by: Cathal on July 25, 2012, 04:14:18 PM
When I download the standalone version, all the folders are empty.  :-\
Title: Re: Interstellar Federation v1.21
Post by: keptin on July 25, 2012, 04:21:45 PM
I just downloaded and tested extracting the .rar using both Winzip and 7zip and everything works properly.
Title: Re: Interstellar Federation v1.21
Post by: Cathal on July 25, 2012, 04:27:58 PM
Could you upload a .zip? I'm on 'nix, so it could have something to do with that.
Title: Re: Interstellar Federation v1.21
Post by: keptin on July 25, 2012, 05:06:06 PM
My god, get unrar.  How have you lived this long without decompressing .rar?  I can upload a .zip tonight if that doesn't work (on phone atm).
Title: Re: Interstellar Federation v1.21
Post by: Cathal on July 25, 2012, 05:28:47 PM
I've lived this long without extracting .rars because most things I have to extract are in .zip, save for the occasional Minecraft texture pack, in which case I was just too damn lazy. I'll grab unrar, though.

Also, since I didn't mention it yet, *** love the mod.
Title: Re: Interstellar Federation v1.21
Post by: keptin on July 25, 2012, 05:52:26 PM
Thanks man  8)  An unofficial p7zip package might be better since it has a GUI.  There are ports for several distros.  Haven't tried either, so let me know if one works for you.
Title: Re: Interstellar Federation v1.21
Post by: lordyam on July 27, 2012, 12:01:33 AM
dont so much dig the colors but teh designs are promising
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: keptin on August 03, 2012, 02:37:31 AM
ZERO DAY RELEASE! Interstellar Federation v1.22 is here!  Ship systems introduced, including a few custom ones.  Bare with me as I rushed to patch IFed the day of Starfarer's 0.53a update, there will be fixes in the coming week.  As always, your playtesting feedback is welcome!

Montana Minelayer
(http://i.imgur.com/0sVBF.jpg)

Yukon Lightning Gun
(http://i.imgur.com/MzNNh.jpg)


Changelog:
Code
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
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Cathal on August 03, 2012, 04:37:24 PM
p7zip worked for me, thanks.
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: keptin on August 04, 2012, 04:42:39 PM
funtip

Albatross Bomber - http://www.youtube.com/watch?v=dLjX7i_9kuE&hd=1
Configured as a bomber, the Albatross' autofeed system allows it to hurtle cluster bombs towards its enemies, destroying ships many times its usual strength.

(http://i.imgur.com/HiTKc.jpg) (http://www.youtube.com/watch?v=dLjX7i_9kuE&hd=1)

IFed 1.22 was just released (http://fractalsoftworks.com/forum/index.php?topic=2012.msg55214#msg55214) introducing ship systems!
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Outro on August 04, 2012, 05:41:28 PM
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.
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Griffinhart on August 04, 2012, 07:00:53 PM
Rigging an Auria with a Hadron Accelerator in the Large Universal hardpoint and a Cain in the Large Ballistic 360deg turret mount makes for good, anti-cap, fun times. Mass Drivers in the front Medium Ballistic hardpoints for some more alpha strike. Railguns, Dual Light Machine Guns, and Double Flak Cannons (mm, DFC!) for some point defense, and you're pretty much golden. (I like to stick Hypervelocity Drivers in the 270deg Medium Ballistic turret mounts, but that's because I can't find any more Mass Drivers, ugh.)

It's almost overpowered, really. Especially if you slip on an Integrated Targeting Unit and Expanded Magazines. Missiles? What language is that?

Also, a Titan with Cains in the Large Ballistic turret mounts? Glorious. A triple-linked Cain broadside can punish just as well as a single Hadron Accelerator, minus the charging time.

What I'm saying is I love your mod. Here's hoping Uomoz's Corvus gets updated with 1.22 soon, so I can mess around with ship systems.

-- Griffinhart
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Uomoz on August 04, 2012, 07:37:57 PM
Waiting the tested version for U'sC integration (max 1 week).
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Sunfire on August 04, 2012, 09:11:57 PM
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
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Outro on August 04, 2012, 09:15:24 PM
I like how the toa loos, though your version could do for a toa v2

Yea, I'd be okay with it being added as a different version of the Toa
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: keptin on August 04, 2012, 10:56:15 PM
New splash image is up! (http://fractalsoftworks.com/forum/index.php?topic=2012.msg24129#msg24129)  

As for the looks of certain ships, I'll be keeping them how they are for the most part.  I like the toa.  Sure, it's junk hangs out, but that's how it rolls.  I don't want to start kitbashing minor ship variations (i.e. Toa MkII), because it looks kind of lazy and introduces "same-y-ness".  IFed provides a lot of variety in terms of ship designs and I'd like to keep pushing in that direction, but I will definitely keep your thoughts in mind for future ships.  Thanks for the feedback and high praise folks, I'm glad you're enjoying the mod!

I'm just getting a chance to dig into 1.22 and already have a few lines on the next changelog.  The goal here will be to have a solid build for Uomoz by Tuesday, if not sooner.  Starfarer 0.53a is a blast and I'm already looking forward the next update!
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Uomoz on August 05, 2012, 01:03:21 AM
New splash image is up! (http://fractalsoftworks.com/forum/index.php?topic=2012.msg24129#msg24129)

*_*
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: keptin on August 05, 2012, 01:07:25 AM
New splash image is up! (http://fractalsoftworks.com/forum/index.php?topic=2012.msg24129#msg24129)

*_*

Ha, I literally just PMed it to you!  Made from scratch, very "Eve-Online".  If only the mod looked that good.   ;D

Splash image ships in order:
Dakota
Scythe
Ares
Antares
Hornet fighter wing
Defiant
Shogun
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: Uomoz on August 05, 2012, 01:12:50 AM
It's absolutely amazing :D.
Title: Re: [0.53a] Interstellar Federation v1.22
Post by: keptin on August 05, 2012, 09:09:12 PM
Interstellar Federation v1.23 is up!  Includes a few systems tweaks and a new assault cruiser, the Helios!

(http://i.imgur.com/jACe4.png)
And yes, those energy guns up front work.  Give the Neutron Gun system a try!

Code
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
Title: Re: [0.53a] Interstellar Federation v1.23
Post by: Arcalane on August 06, 2012, 12:50:23 AM
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?
Title: Re: [0.53a] Interstellar Federation v1.231
Post by: keptin on August 06, 2012, 01:23:54 AM
Interstellar Federation v1.231 fix patch!  With all the excitement surrounding Curiosity's landing, I forgot to add the Helios to factions & world stuff.  Oops.  It's fixed now!


Code
Interstellar Federation v1.231
=Ship Changes=

Helios
-helios_Assault loadout changed

=File Changes=

-Added Helios to fleet compositions and station cargo
Title: Re: [0.53a] Interstellar Federation v1.23
Post by: keptin on August 06, 2012, 01:32:41 AM
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?

With 0.53 just released, it's still too soon to know what's possible with systems, but I'd like to push them further.  I have some ideas, but I'm keeping them under wraps for now.  I've heard that the next Starfarer update will focus on the campaign.  If that's true and it's moddable, then I'd love to dive into whatever new content can me made for it.

The one hint I'll give on upcoming stuff is pew pew!
Title: Re: Interstellar Federation v1.162
Post by: FlashFrozen on August 06, 2012, 03:13:36 PM
I'm sorry keptin, I know this was brought up before, but I've finally figured out the reason why it was so.

The lancer-single torpedo has a .proj of "lancer_torp"

while the dual and quad have a .proj of "lancer_srm"

the _srm is different from the _torp so that's why the single does 3k damage as opposed to the srm's 1.4k not to mention the _srm look kinda weird. Just a small bug imo :P

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.

(http://i.imgur.com/GyQyA.jpg)
Title: Re: [0.53a] Interstellar Federation v1.231
Post by: keptin on August 06, 2012, 04:17:27 PM
Great find, thanks!  When Rymosrac mentioned it, I don't think I ever looked into it.  Thanks for digging it back up and point it out, solution and all!
Title: Re: [0.53a] Interstellar Federation v1.232
Post by: keptin on August 06, 2012, 04:51:15 PM
Interstellar Federation v1.232 fix patch!  A few quick fixes for U'sC 16 integration.

Code
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
Title: Re: [0.53a] Interstellar Federation v1.23
Post by: Griffinhart on August 06, 2012, 04:59:35 PM
(MLMS? MMLS?)
MIRV (http://en.wikipedia.org/wiki/MIRV). Or maybe MARV (http://en.wikipedia.org/wiki/Maneuverable_reentry_vehicle).

Although you'd probably have to retcon what each of those letters stand for, since there's no atmosphere (currently, anyhow) to exit or (re)enter. Or just cut the R out and replace it with a T. Multiple Independently Targetable Vehicle.

-- Griffinhart
Title: Re: [0.53a] Interstellar Federation v1.232
Post by: keptin on August 06, 2012, 05:10:32 PM
It's just MLRS or MRL.  They can be guided or unguided.

*MRL, oops
Title: Re: [0.53a] Interstellar Federation v1.232
Post by: Griffinhart on August 06, 2012, 05:18:50 PM
Er. "MLRS" refer specifically to unguided munitions.

Well, okay, technically, within the context of the US military inventory, "MLRS" refers specifically to the M270 Multiple Launch Rocket System, which can be armed with either rockets (unguided, 12 rockets in <40 seconds) or missiles (guided, 2 missiles in 10 seconds), although the guided missile capability didn't come around until 2006 (the M270 was designed in 1977).

The colloquial term "MLRS" is a synonym for Multiple Rocket Launcher ("MRL"), and refers specifically to unguided rocket artillery.

-- Griffinhart
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: keptin on August 06, 2012, 06:43:15 PM
Interstellar Federation v1.233 crash fix!

Code
InterstellarFederation v1.233

=File Changes=
-Fixed Helios and Montana crashes caused by bad AI in .system files.
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: keptin on August 07, 2012, 07:48:50 PM
A sneak peak at the future of IFed, their mortal enemies, the Jardain Empire!

Jardain Reaver

(http://i.imgur.com/yAsfL.png)

All hand painted in PS, tedious as hell.
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Strifen on August 07, 2012, 08:10:46 PM
White and Red color scheme?

Like it already -

and if the anti-thesis implications of 'mortal enemies' of IFed means anything,
seems like I might have a new mod faction to consider my favorite.
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: DNAz on August 07, 2012, 08:45:15 PM
Has the faction lore/style been worked out?
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Wriath on August 07, 2012, 08:51:44 PM
RED GUYS!
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Thule on August 07, 2012, 09:23:06 PM
(http://i.imgur.com/yAsfL.png)

awesome sprite, moar moar moar!!!!!!
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: keptin on August 07, 2012, 09:43:00 PM
Thanks guys, I'm excited too!  Yes, the lore is taken care of.
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Lopunny Zen on August 07, 2012, 10:32:44 PM
very nice ship...is this a phasing one...btw i noticed your picture is dexter...is that the federations leader lol?
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Apophis on August 08, 2012, 12:12:52 AM
Jardain Reaver

(http://i.imgur.com/yAsfL.png)

All hand painted in PS, tedious as hell.
very good
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: DNAz on August 08, 2012, 01:09:40 AM
Thanks guys, I'm excited too!  Yes, the lore is taken care of.
Can't wait!
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Wriath on August 08, 2012, 11:35:26 AM
THANK YOU MINELAYER!
Edit: That was my lmg/single heavy mauler and 2 flak guns because I bought the Montana earlier than I could afford it game.

[attachment deleted by admin]
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: David on August 08, 2012, 12:08:28 PM
I love the subtlety of the palette you use here and the overall design and rendering is top-notch. I even have trouble seeing where bits of my work are integrated into the sprites. Very nice work.
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: keptin on August 08, 2012, 01:56:17 PM
Thanks David, that means a lot coming from Starfarer's master 'o sprites! 
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Archduke Astro on August 08, 2012, 03:20:11 PM
That's one heck of an endorsement you've received. ;)

This mod has made truly enormous progress ever since the humble old days of being Missiles Inc. -- it's practically a must-have addition to any player's game install. If the threatening yet beautiful Reaver is any indication, the Jardain Empire's arrival is going to be sheer awesome. I can't wait to see more of the I.F.'s foes. Now we'll get to see what those Lancers, Autoguns and Cains really spend most of their time being aimed at when Auroras or Dominators aren't around.....
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Griffinhart on August 08, 2012, 05:05:07 PM
I'm more curious as to see how the heck the Omega Device and Nucleon Ram are supposed to be applied against this faction.

(The Omega Device's one-shot nature and the Nucleon Ram's low range seem to run pretty contrary to the rest of IFed's armory, which, from what I can tell, emphasize long-range, high-damage ballistic strikes and huge barrages of missiles.)

Incidentally, have I mentioned that I love the Piranha? Sure, the label says "anti-fighter", but stick one on an Aurora (or the Lotus Conglomerate equivalent, the Eventide-class cruiser) and now you have a cruiser-weight shotgun. It does murderous things to shields.

(It's also not terrible on the Apogee, but the angled hardpoint makes it a bit more difficult to aim. You can try to rely on the homing nature of the delivery system, but it tends to detonate a bit too far from targets, in my opinion. Good if you can hit the long side of an enemy ship, though.)

-- Griffinhart
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: keptin on August 08, 2012, 05:40:00 PM
Introducing, the Wraith.

(http://i.imgur.com/2ZbWU.png)


since the humble old days of being Missiles Inc.

Oh crap, someone still remembers that?!  Funny enough, the root folder I edit the sprites in is still named Missiles Inc.  It's a throwback to simpler times.

Thanks for the kind words, it's flattering  :)

I'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.

Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Griffinhart on August 08, 2012, 06:05:03 PM
I'm digging the Jardains' paint scheme. Austere, brushed metal woo!

I'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.
Ahhh, and what was its use prior to .53a? :p

(No wonder I couldn't figure it out. I haven't actually tested the Ballista-class, on account of the small shield arc. My original thought was to use it in a sniper role - e.g., fit it with a Cain or a Hadron Accelerator and an Integrated Targeting Unit, put strikes on shields to put caps into overload, and then do something daring - or let other ships get closer to do damage.)

-- Griffinhart
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Ambient on August 08, 2012, 06:19:08 PM
Introducing, the Wraith.

(http://i.imgur.com/2ZbWU.png)

O man I cant wait for capital ships.

So far I'm loving the design.
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: keptin on August 08, 2012, 07:03:43 PM
Ahhh, and what was its use prior to .53a? :p

Same use, it just couldn't benefit from a mega shield.  It's shield arc is pitiful, but it's extremely powerful and can soak up damage.  It's a specialized vessel, but great if used effectively.


@Ambient, thanks!
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: Griffinhart on August 08, 2012, 07:42:53 PM
While it does have an efficient shield, the problem is that the Ballista-class is pretty long (as are most of IFed's inventory), which means that the shield is a lot less useful when taking fire from the sides (or multiple directions, but that's the usual weakness of small-arc shields). I can see the Ballista being useful in small-scale and one-on-one battles, but at fleet-scale, it'd probably need a lot of cover to remain survivable. (Alternatively, assign it as fire support, or something else that sits back and lets others get up close.)

Hm, actually. I should take a look at the Ballista's armor and hull, it might be more survivable than I'm thinking. Probably not quite capital-weight, though.

-- Griffinhart
Title: Re: [0.53a] Interstellar Federation v1.233
Post by: K-64 on August 08, 2012, 07:58:42 PM
Introducing, the Wraith.

(http://i.imgur.com/2ZbWU.png)

That looks absolutely amazing. I really love the design of that ship. Seriously, I'm really digging the look of it
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 09, 2012, 03:17:37 AM
Interstellar Federation v1.24 is up!  Introducing the Federation's mortal enemy, the Jardain Empire!

Sent thousands of light years into uncharted space a century before the Republic colony ships were built, their mothership's experimental cyclotron mirror left them stranded in uninhabitable irradiated space.  Their geneticists' morals were quickly thrust aside in a desperate attempt to survive, but severely altering their genetic code led to unforeseen consequences.  With strength and intelligence came a savage blood lust, leading to a highly evolved mutant race.  Jardain territory was once some distance away from the original colonies and their existence long forgotten, but thousands of years later, as the IFed began to reach further into remote sectors, the Jardain rediscovered their ancestors and most cunning prey...humans.

Reaver-class Interdictor, Wraith-class Strike Ship
(http://i.imgur.com/yAsfL.png)  (http://i.imgur.com/2ZbWU.png)

Code
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
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Trylobot on August 09, 2012, 06:04:53 AM
Loving this new style. I understand it's more work, but boy is it worth it.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Dante80 on August 09, 2012, 09:19:26 AM
Quote
Loving this new style.

Ditto, excellent work man. Keep the goodness coming...^^

A suggestion. Since you are building from scratch, it would be very nice to also experiment more on how the default weapon slot plugs look. You can try making them more unique - fitting for your designs.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: MShadowy on August 09, 2012, 09:25:24 AM
Looking good, keptin.  I can't wait to see more.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: silentstormpt on August 09, 2012, 09:43:32 AM
Damn u sure outdone urself, they look alot like Cylon ships from battlestar galactica
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Sarkovar on August 09, 2012, 10:57:52 AM
Giving the Reaver it's maiden voyage when I'm caught with my pants down against a pirate carrier fleet, a volley of missiles are rushing towards me when I activate my shields... Wait where are my shields?!  :o OHMAHGAWD its a phase ship with pretty lights. It's more beautiful than I could have ever imagined. You just won the Internet.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 10, 2012, 07:14:17 AM
Harbinger of death, the Jardain Soothslayer

(http://i.imgur.com/YXrZd.png)

Capable of fitting the Jardain's most powerful weapon, the Cyclotron Eviscerator


This took absolutely forever to make.


(http://i.imgur.com/gKe8a.png)
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: arcibalde on August 10, 2012, 07:17:23 AM
 :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Uomoz on August 10, 2012, 07:52:33 AM
WTF man. Stop being awesome already.

EDIT: maybe a topic & mod title change is needed.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 10, 2012, 08:10:33 AM
EDIT: maybe a topic & mod title change is needed.

Ha, yeah, I might upstage the IFed with this new faction.  I'm keeping everything under the Interstellar Federation mod umbrella, but once there are enough ships for U'sC implementation, I'll separate the factions into two different mod folders & files.  At some point, I may begin updating IFed with painted sprites...we'll see.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: DNAz on August 10, 2012, 10:20:58 AM
Asymmetry? BLAAAAAAAAAARG! Looking good keptin.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: silentstormpt on August 10, 2012, 10:28:12 AM
How about "Outer Worlds" since seems to be facing off another faction (or more) in deep space
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Upgradecap on August 10, 2012, 10:46:48 AM
I like the jardain empire (?).

To me, they sound like the combine with their names on the weapons. " Cyclotron Eviscerator":D
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: MShadowy on August 10, 2012, 10:51:54 AM
Man... that looks to be a lot more structured approach than how I handle things, but I certainly can't argue with the results.  That's some very fine work there.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Thule on August 10, 2012, 11:43:43 AM
WOW!!!

*staring*

tutorial plssssssssssss  ;D
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Ye olde Z on August 10, 2012, 12:03:01 PM
Splendid work, keptin!
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Wriath on August 10, 2012, 12:40:02 PM
The Soothslayer is a monstrosity in the best sense of the word. So amped for more.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Erick Doe on August 10, 2012, 12:40:38 PM
Very nice!
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Trylobot on August 10, 2012, 12:51:40 PM
I hope David won't be offended by my saying so, but these sprites are on-par with Vanilla quality. I officially bestow my congratulations to you for establishing your own unique look and process, and for implementing it so exquisitely. (https://mail.google.com/mail/u/0/e/B68)

Thanks also for posting a miniature tutorial for the rest of us! I'm sure my fellow modders and I look forward to seeing what will become of your shiny new faction!
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 10, 2012, 02:06:38 PM
I just woke up at 3pm in the afternoon.  :P  I'm not an experienced digital painter, so it took all night--I justified it as a learning experience.  For the most part, I'm really happy how it turned out and I feel the Jardain Empire's "sinister and alien" style is coming along nicely.  Thanks for all the great comments, now test test test!  

The Soothslayer will be added next patch, it won't have phase "shields", but it may eventually get a phase system once those are released in 0.53.1.  Onto the Cyclotron Eviscerator!
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Ambient on August 10, 2012, 03:07:15 PM
DOOOOOOOOOOOOOOD.

That looks amazing. I love the (what im assuming will be the missile pod slots on the right side). More asymmetric the better imo.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 10, 2012, 07:10:03 PM
The Cyclotron Eviscerator

(http://i.imgur.com/bFu9D.gif)

Strikes fear in the hearts of Federation commanders

Animation is a b!^#&.  I found the best approach for me was quickly modeling and animating the barrels in Maya, shooting a top-down render sequence, and then touching up in Photoshop.

(http://i.imgur.com/VAbcM.png)
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: K-64 on August 10, 2012, 07:38:37 PM
That looks rather nasty, although no offence, but the colours don't seem to go with the ships.

My custom animations I just did manual stop motion (good job I had experience with that kind of thing... slightly :P).

Another point on that weapon, it seems to have quite an old-school sci-fi look which I'm liking there
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 10, 2012, 07:56:55 PM
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.

*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/PZiTd.gif)
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: DNAz on August 10, 2012, 08:19:46 PM
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.

*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.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 10, 2012, 08:23:14 PM
Looks like some kind of futuristic self pleasure device.

You have a dirty mind, sir.  ;)
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Uomoz on August 10, 2012, 08:48:34 PM
Fits the ship really well :D
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: robokill on August 10, 2012, 09:16:51 PM
so what are that cyclones stats and the other ship load outs
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Erick Doe on August 11, 2012, 03:38:31 AM
Fits the ship really well :D

I agree. That's some quality work right there Keptin. Don't rush things! I know I sometimes do in my enthousiasm. :P

This has the potential to become the highest quality mod/ faction to date. What with this high quality artwork and your eye for finetuning a faction balanced toward itself and to vanilla.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: BrickedKeyboard on August 11, 2012, 09:44:09 AM
Wow, this mod has come a long way.  Playing with the vanilla balanced mod compilation (U's Corvus), your ships are no longer the cannon fodder they were before.  I especially like the best ship the faction has - the Titan Class carrier with the hadron transporter.  That, combined with the nucleon ram, makes for one hell of a capital ship.  Moreoever, it's got enough points and slots to make it a well rounded warship with no major weaknesses.

I've equipped mine with :  1 Cain (this gun is AWESOME.  the sound effect it makes, plus the extremely high shot velocity means it actually doesn't suck like most ballistic weapons)
                                   1 Peacemaker (a tier 3 heavy mauler, basically.  This covers the rear so it can shoot at smaller ships that have snuck around back)
                    1 nucleon ram, 5x dual flak cannons, and 2 harpoon MRMs.  The dual flak cannons slot right in for 360 degree coverage against fighters and missiles.

I gave it 50 flux vents, accelerated shields, integrated targetting unit, auxillary thrusters, advanced optics, and advanced turret gyros. 

   It is one badass ship.  It can easily beat any 2-3 ships in the vanilla game, and it has an answer for almost every situation.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: hadesian on August 11, 2012, 09:54:30 AM
That animation looks strange.

The animated part looks oddly disconnected from the still part, resulting in some weird illusions in my head, IE the still part is flat, and I mean really flat. The rapid change from the dark grey to this sickly green is a bit weird but fine. It also kind've looks like there is actually a full gun where the animation occurs, which is something part of why the still part looks strange. And it might just be me, but it looks like the barrels go a little to the right before firing rather than dead center.

That's what I see, at least.

It looks good though.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: IIE16 Yoshi on August 11, 2012, 10:00:33 AM
I get what you mean, the non-animated part almost seems like it's floating on top of the gun and is hiding the inner workings underneath.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 11, 2012, 10:33:12 AM
@Xareh, I agree.  Getting the art to match between render and sprite is an easy enough fix, but the animation is something that probably won't change.  There are a few technical hurdles to overcome:

- fire animation lines up with barrel
- frame 00 isn't at some weird rotated angle and/or has a barrel recoiling
- fewest frames possible

The animation looks odd since the round is coming out before the recoil occurs.  I could throw more frames at it with a firing delay, but that would take time that I rather spend on something more fun.  The Cyclotron had to be made to match the Hadron, but I rarely play with either.  I much prefer destroyers and cruisers with small & medium weapons.  Things get all boring toward the end game once you can fly swat Onslaughts.  My favorite part is building up to mid-game when I have a few destroyers and frigates and purchase my first low-tier cruiser.

Hopefully, once multiple systems comes about, there will be even more powerful bad-dude fleets elsewhere so the game doesn't end abruptly when you achieve Corvus dominance after two hours.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: K-64 on August 11, 2012, 02:02:02 PM
You could put a very small chargeup time, just to get the thing working. Like 2-3 frame's worth. You'd probably have to put the barrel value a bit further down in the y-axis as well though, I'd imagine
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 11, 2012, 02:15:06 PM
Yeah, I'm sure that would work or I could remove the recoil altogether.  Though, I think that's the coolest part about it.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: WKOB on August 11, 2012, 11:25:42 PM
Recoil in some large weapons is somewhat delayed as a design feature, albeit I'm not sure just how delayed you mean.

My only problem with it is just that the barrels and center look so 3D, they need less shine.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: silentstormpt on August 12, 2012, 04:38:14 AM
Perfect music to that new faction:

http://www.youtube.com/watch?v=9ly11XcypFE
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 12, 2012, 04:52:36 AM
Ooo, I like it, very fitting!
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: robokill on August 12, 2012, 07:07:12 AM
in the current version your missle ship is op 4 pilums fast missle racks eccm package i can barrage 24 smart pilums in 3 sec. it killing hound easy
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 12, 2012, 07:18:39 AM
I wouldn't say a destroyer killing hounds is OP.  The Vixen can alpha strike like mad, but then it's out of missiles and helpless, so it really only works on one target.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: robokill on August 12, 2012, 07:35:15 AM
destroyer killing a hound with just pilums
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: IIE16 Yoshi on August 12, 2012, 09:55:38 AM
Dedicated missile boat, complete with missile-related ship systems, capable of destroying a frigate-sized unshielded and fairly lightly armored gunship. I see nothing wrong here.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Kreyesh on August 12, 2012, 08:45:01 PM
Hey man, many of the mods in this forum are a turn off simply because the ship sprites look horrible, yours are amazing. Not sure where you got them or if you simply made them yourself, but either way, kudos.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 12, 2012, 09:31:43 PM
Thanks man, the IFed are made by hand with 3D renders and kitbashing, the Jardain are hand painted.

Speaking of which, I'm working on animated weapon sprites.  This is some WIP,

63 frames
(http://i.imgur.com/PuWn8.gif)


(http://i.imgur.com/vrxs3.png)
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Rybread on August 12, 2012, 10:57:09 PM
That is ridiculously detailed, and incredibly awesome. You have me in admiration.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: IIE16 Yoshi on August 13, 2012, 12:31:23 AM
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.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: mendonca on August 13, 2012, 01:01:40 AM
That is really, really cool.

I think if you could get that extra small bit of articulation to the reloading, folding back  -as per the drawn concept - then the coolness quotient would increase by 5-10%.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 13, 2012, 01:12:28 AM
I'm not sure if Starfarer can incorporate that.

You think I'd invest this much time if it couldn't work?  (it does)

folding back  -as per the drawn concept

I tried it and it just doesn't look as good at 40 pixels wide.  Something about parallel lines...
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 17, 2012, 04:28:15 PM
Been super busy and have put the animation stuff on hold.  I'm going to get the Jardain Empire out the door and then come back to animated weapons when the game progresses a bit further to incorporate them.  Updates will slow now that school is back in session.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: robokill on August 17, 2012, 04:38:42 PM
for the plasma mortor how about its reload is a micro flux vent systems  to reduce the flux generated by this massive gun a temporary high capacity flux capaciter holds the flux till the rods have cooled/vented
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: Gothars on August 20, 2012, 09:18:00 AM
Hi,

every time I try to open the destroyer tab on the Federation station the game crashes.
Other then that, awesome mod, especially the sprite art.

Is this the correct error log file?
Spoiler
58630 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.L.Ò00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.L.Object.Object$Object(Unknown Source)
   at com.fs.starfarer.coreui.D.for(Unknown Source)
   at com.fs.starfarer.coreui.D.<init>(Unknown Source)
   at com.fs.starfarer.ui.M.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.D.Òo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.D.oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.int(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.Ô00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.OoOO.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.D.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.while.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.coreui.o0oO.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.String.int.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.ui.O0OO.int.return(Unknown Source)
   at com.fs.starfarer.coreui.E.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.ui.float.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.ui.p.int.return(Unknown Source)
   at com.fs.starfarer.ui.public.public.class(Unknown Source)
   at com.fs.starfarer.campaign.super.o00000(Unknown Source)
   at com.fs.starfarer.A.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(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)
[close]

cheers
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: keptin on August 20, 2012, 07:02:45 PM
Thanks for the find Gothars, I haven't had a chance to test IFed with 0.53.1a and I'm afraid it's not yet compatible.  I'll have to dig around when I have some time to see what's causing it.

*edit*, it seems the problem is with the Jardain ships/systems added.  v1.233 is compatible with 0.53.1a, so what I did in the meantime was roll back the listed version to v1.233 and start an alpha build of v1.24.  You can find the link to v1.233 in the downloads section on the front page.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Levik on August 21, 2012, 12:48:57 AM
Please make a version of the mod with the standard weapons. Weapons of mod is too strong.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on August 21, 2012, 06:58:16 AM
Appreciate the feedback Levik, but truth be told, the weapons probably aren't going to change much.  The mod doesn't remove vanilla weapons, so you always have the option of equipping these.  It adds some very powerful weapons, but so do many of the other Uomoz's Corvus mods that IFed is being catered to.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Wriath on August 21, 2012, 02:17:36 PM
All those wild guns and I just want some maulers, flacks, and rails.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on August 21, 2012, 07:16:29 PM
Taking a closer look at the Soothslayer, I really like the bridge.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Levik on August 22, 2012, 02:05:51 AM
Titan-class Carrier subsystem is out of balance. It may be a little to weaken?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Apophis on August 23, 2012, 04:07:51 AM
The titan has the same hull id of avan-titan
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on August 23, 2012, 06:18:06 AM
Avan-Titan?  If it's not vanilla or Uomoz's Corvus, it's not supported.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: WKOB on August 23, 2012, 06:47:09 AM
Still, it wouldn't hurt to add IF to the front of your various IDs.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: JasonRobbo on August 23, 2012, 10:15:01 AM
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 with the message
"Fatal: null
Check starfarer.log for more info"
Not quiet sure what the problem is, seeing as all the other ships work fine, except the Soothslayer which appears to be missing completely. It wouldn't be so much of a problem if not for the fact that occasionally ill bring up the menu to save but it will attempt to load the Reaver/Wreath spirit and cause the game to crash, obviously without being able to save.
I'd appreciate any advice.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Flunky on August 23, 2012, 03:05:45 PM
Anybody have any tips on using the Shogun? I get that IFed ships are generally pretty specialized and 'harder', so to speak, than other factions, but I can't see any reason to take a Shogun. While it may have two medium turrets and sensor drones, the low speed, passable shields, mediocre flux and, most of all, terrible amount of ordnance points render it a questionable destroyer. As best I can tell, it's only good for putting a pair of long range kinetics on and hoping nothing gets close to it-- something that, in my opinion, a Brawler can do in a smaller and cheaper package (if slightly reduced range).

I noticed it has a fairly large crew surplus-- is it meant as a troop carrier? Is the 'command ship' designation referring to capabilities it will have in a more campaign-rich future? Am I missing something? I like the look, hardpoints and layout... it just seems lacking in the core stats, particularly in terms of OP.

Criticism of the Shogun aside, thanks for all your work on the mod. Definitely one of the best factions around right now, in my opinion.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Wriath on August 23, 2012, 03:59:57 PM
Try running a Shogun with dual maulers and the hullmod for extended range, with your sensors you'll be outranging even large bore weapons, you'll have to require on another ship for PD, but the thing is a beast of a sniper.
Title: Re: [0.53a] Interstellar Federation v1.24
Post by: K-64 on August 23, 2012, 04:16:33 PM
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.

It's actually pretty easy to simulate something like that. Just have the coils have a redness to them that wears off when exposed. If done right, it would look fantastic, I would think. Better yet if it also emits a glow too
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: silentstormpt on August 23, 2012, 04:59:38 PM
well great examples would be shell coming out of the turret/hardpoint on a Gatling or a huge shell from a cannon...
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: K-64 on August 23, 2012, 05:39:17 PM
If you're meaning ejecting the casing, that may not look that good when the ship is turning, since the case will "stick" with the weapon and would just look strange
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on August 23, 2012, 08:45:03 PM
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

Yep, that's a known issue with 0.53.1a.  On the front page I listed 1.233 as the current stable version and 1.24 an alpha build and I believe you can just delete 1.24, drop in 1.233, and your save file will load fine.  The problem is related to the Wraith and Reaver, either their systems or phase is bugging it out, I just haven't had any time to look at the 0.53.1 patch notes and fix it.  Glad you enjoy the mod!

Still, it wouldn't hurt to add IF to the front of your various IDs.

It takes time.

Quote
~animation stuff~

I'm putting animated turrets on hold for now.  After dumping a lot of time into it, I've decided the game isn't designed for it enough to make it look good.  50 frame animation isn't easy...and it's very time consuming.  Got a fantastic new job and my life just became super hectic, so with barely enough time to fix 1.24, it's doubtful I'll be able to start animating stuff.  As soon as I have time to spare, I'll get the Soothslayer in there and 0.53.1 compatibility for the Jardain.  Until then 1.233 is the stable version for 0.53.1 as has all the IFed ships and updates.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Sweetraveparty on August 25, 2012, 07:34:31 PM
This has got to be my favourite mod right now :D
The sprite style is... *sniff* beautiful!
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on August 25, 2012, 07:55:14 PM
Still, it wouldn't hurt to add IF to the front of your various IDs.

It takes time.

Actually, if we're just talking about IDs in ship_data.csv (or in any other .csv), you could load it up as a flat text file (since that's what .csv are) and do a quick regex (or, more sanely, column-select and insert).

Oh, wait, no. The ship ID is the second entry on a row in ship_data.csv... that makes it slightly more difficult. Still, not undoable. I'm pretty sure there's a way to prepend to an entry in most spreadsheet programs. And even if there isn't, copy-paste is your friend.

(Alternatively, pad the ID entry with leading whitespace until they're all lined up, do a column-wise insert to prepend an identifier, and then remove the whitespace.)

Still, as far as .csv files are concerned, it wouldn't take more than five minutes at most. I don't know where else you'd have to alter ship IDs to make them unique/non-conflicting, though.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: FlashFrozen on August 25, 2012, 08:53:00 PM
Hehe, why prefix when you can suffix? XD but you didn't hear that from me :P

Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on August 25, 2012, 10:37:42 PM
Because ship IDs aren't all the same length, so it's faster and easier to prefix; you have to go to the end of a given ID to add to the end, while you don't if you're adding to the beginning. Well, unless you read/write in the opposite direction if your writing system (e.g., American English is left-to-right; hence, it'd only be faster to suffix if you read right-to-left [i.e., backwards - not if you just read/wrote regular American English, but right-to-left, because even then it'd still be faster to prefix, since you're still reading/writing right-to-left).

Like, if you have a given list:

Spoiler
(http://i.imgur.com/di7Qn.png)
[close]

It's faster to prefix, since you start at the left-most character of any given line (in a traditional left-to-right text editor).

ETA2: Actually, now that I think about it, that's not necessarily true. Getting to the end or beginning of a given word is equivalently-fast - it's Home/End/Ctrl-left/Ctrl-right/b/e whether you want to append or prepend from the middle of a given word. Still, it's faster to prefix for a different reason (near the bottom of my post). And most people still read left-to-right (in American English), so you get to the beginning of a word before you get to its end.

Even if I go line-by-line, manually editing in a prefix:

Spoiler
(http://i.imgur.com/EXqEr.png)
[close]

Whereas if I wanted to suffix, I'd have to go to the end of every line, and that's not always going to be quick, see:

Spoiler
(http://i.imgur.com/sAbZ2.png)
[close]

I've appended "_IF" to "toa", but moving down to the next line, that puts my cursor in the middle of "mercury". Now I have to get to the end of the word if I want to append to "mercury". Sure, I could use the End key (or, since I'm using Vim, I can hit Ctrl-c to exist Insert mode, and then Ctrl-a to append at the end of the line), but if my lines consisted of more than one word, but I was just editing the one word, that would take me to the end of the line - which isn't what I want, if the word I'm editing is in the middle of the line. In that case, you'd do something like Ctrl-right to get to the end of the word, but it's still a suboptimal approach.

Finally, in my example text, if I'm prepending, it's much faster to just do a column-select (Vim: Ctrl-v):

Spoiler
(http://i.imgur.com/T7RFS.png)
[close]

And insert (Vim: I, followed by Esc twice after you're done inserting):

Spoiler
(http://i.imgur.com/fn8WK.png)
[close]

So, assuming that I didn't have to type out the original list, prefixing every entry with "IF_" took me seven eight keypresses: Ctrl-v to enter column-select mode, holding down j to go down all the columns (vikeys: hjkl = left, down, up, right in that order), I to enter Insert mode, typing IF_, and then Esc twice. Saving and quitting is another four (:wq, Enter). ETA3: There's actually a faster command (:x) but I prefer :wq because Vimperator (for Firefox) uses a similar command :wqa to save and quit all windows.

Whereas appending would've been something like (navigating to and) marking each position where I want to start appending, and then Inserting once, and then using a plugin to copy my Insert command to every position I marked.

And that's why prefixes are faster than suffixes. (At least, in the context of computer-based text editors).

If you really think about it, it's an interface limitation of most common computers - you're only ever actually interacting with a single point in two-dimensional space, and navigating that space requires a nontrivial amount of effort. Even multi/touch interfaces have this problem, being built on the traditional way of doing personal computing. It's why, for example, multi-touch capable interfaces (e.g. smartphones) still use QWERTY keyboards (in either/both software and hardware) when really, there needs to be a whole new interface paradigm for such a device, for optimal use. It might also be a limitation of the way we, as a culture, have learned to read/write. There's probably some interesting grammatology and/or graphemics thoughts/literature/philosophy on the subject, now that I've traipsed down this line of thought. Might make for interesting reading in a week or so...

ETA: Hah, I miscounted keypresses. Counted "Esc twice" as a single keypress.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on August 26, 2012, 10:07:19 AM
It's on the list of things to do, but it's not a high priority; ship_list, fleet comp, and station cargo would all have to be changed, and then Uomoz would have to do some editing as well.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on August 26, 2012, 01:42:05 PM
Ship IDs are all lower-case, right? Or are at least differently-cased from ship names?

Because, if so, I'm thinking something like :%s/<ship ID>/<prefix><ship ID>/gI would do it, if ship IDs have different case from ship names. You'd have to run the command each time for each ship ID, in each file that needs to be modified, and vim needs to be able to read/write those files as flat text.

There's probably a way to make it slightly faster with regex (e.g., create a search pattern from a set comprised of all the ship IDs), but honestly, it'd most likely take more time coming up with the regex search pattern than doing it manually. (How's the old joke go? "A programmer has a problem. He tries to use regex to solve it. The programmer now has two problems.")

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Ghoti on August 27, 2012, 08:37:09 PM
Yah I was wondering about the shogun as well. It doesn't seem to justify its fleet point cost. When I bought the shogun I really liked it's turret loadout, then I noticed it had less OP points than a frigate from the same faction. I simply could not load it out with anything effective. CERTAINLY could not get all those turret slots filled. The brawler does indeed fill the niche that the shogun fills far more effectively, which is unfortunate because the brawler doesn't really get used. I ended up reloading and buying something else. Not worth the fleet points and crew. It's pretty low cost, but why pay low and max your fleet points out with ineffective ships?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on August 27, 2012, 08:52:02 PM
Yeah, I agree.  The shogun never really had a vision like other ships and became a bit blah.  I'll make some changes come next patch due sometime this decade.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: NikolaiLev on August 29, 2012, 09:26:36 AM
You know, the Shogun was a challenge to refit.  But I have made it work.

Two LMGs up front, an HVD, a heavy mauler, an IR pulse laser and a vulcan cannon.  The sensor drones make this thing a great sniper.

I like it.  But I wouldn't fault you for wanting to re-work it.  It's not much of a command ship, nor is it close to its original interdictor role.  But it's always had personality to me, so I hope you can preserve that.  Not that I want you to keep it in its "Only works with HVD+mauler" state.

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.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Trylobot on August 31, 2012, 09:19:24 AM
Griffinhart's at it again, extolling the virtues of Vim to the unwashed masses.

Sublime Text would have been:
1. middle-mouse drag
2. type 'IF'

Vim is only useful if you're willing to take the enormous amount of time required to learn it. Sublime Text is actually practical, because it actually makes an effort to leverage existing industry standards, shortcuts, and user expectations.

Just so we're clear; I'm not saying you can't get an enormous amount of work done with it; I'm saying only that the learning curve is unreasonably high, and most users aren't going to bend over backwards to learn how to use it to its full advantage. They're going to feel like they're trying to learn how to fly a helicopter with no previous aviation experience.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Ghoti on August 31, 2012, 02:04:59 PM
You're right. VIM is worse than
THE VERSION OF THIS POST IS UNREGISTERED. WOULD YOU LIKE TO BUY IT FOR 50 DOLLARS?
NO? OK I'LL REMIND YOU AGAIN IN 3 POSTS.
sublime text, Who the hell needs open source anyway.
(UNREGISTERED FLAME WAR. PLEASE REGISTER)
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on August 31, 2012, 04:06:50 PM
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.)

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

Ew. Gross.

Also, ship_data.csv stores the ID as the second element of a given row, which means that you can't do a simple contiguous-block select; hence my suggestion of using a substitute command (since that doesn't rely on the text being contiguous in any way).

You're right. VIM is worse than
THE VERSION OF THIS POST IS UNREGISTERED. WOULD YOU LIKE TO BUY IT FOR 50 DOLLARS?

Well, if you bought it, you wouldn't get that message all the time, huh?

sublime text, Who the hell needs open source anyway.

Open source has its advantages and disadvantages. The one thing I hate about open source software is the lack of documentation endemic to a lot of OSS. "Look at the source code" is not a valid form of documentation.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Ghoti on August 31, 2012, 05:47:08 PM
Would you like to buy my post for 50 dollars to get rid of the unregistered mark. It takes time to develop these posts by themselves, and if you enjoy them you should support the author  :D
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: NikolaiLev on August 31, 2012, 07:31:29 PM
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.)


I don't use the Mercury for a sniper, though.  Because 4 Annihilators + MLRS + 2 Heavy Needlers + 2 Light Needlers is just TOO GOOD.

When I build ships, I defer to In-Your-Face ***-You-Machines.  Unless it has pitiful armor.

Then I don't use the ship.   ;D
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on September 01, 2012, 08:12:10 AM
>implying you can't get into someone's face with a pair of mass drivers and four railguns

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
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: NikolaiLev on September 01, 2012, 04:46:25 PM

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

Too slow.  An assault ship oughta be maneuverable and fast.  That's why I like Defiants and Toas.  Mercuries, too, even despite the Sensor Drones not working well with Annihilators.

I do know how to refit my ships, thank you very much.   ;)
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on October 06, 2012, 07:09:22 PM
>Titan
>Hadron Transporter
>slow

 ::)

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: pigreko on December 02, 2012, 10:13:36 PM
you sir made some badass designs. I love the the capital ships, especially the large mounts disposition... mmmh I can only imagine their broadside firepower. I should try your mod asap.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 04, 2012, 03:58:07 PM
The Hadron Accelerator doesn't fire at all for me.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on December 04, 2012, 07:31:16 PM
The Hadron Accelerator doesn't fire at all for me.
Are you holding your fire key for about 9 seconds?

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Ambient on December 04, 2012, 07:51:23 PM
I have never seen an AI ship successfully fire a hadron accelerator. they just keep charging it.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on December 05, 2012, 08:52:50 AM
AI is bad at using the Hadron Accelerator because it requires maintaining line-of-fire for 9 seconds, and the AI is bad at that.

For players, you need to actually hold your fire key for the full charge sequence.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 05, 2012, 10:20:33 AM
I did hold it, still wouldn't fire.  It's kind of disappointing.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Aleskander on December 05, 2012, 10:38:30 AM
It's always worked fine for me
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: LazyWizard on December 05, 2012, 10:48:57 AM
I did hold it, still wouldn't fire.  It's kind of disappointing.

Are you sure you have the flux capacity to fire it? What ship are you putting it on?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 05, 2012, 11:14:23 AM
The Auria is what I mounted it on, it will not fire.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on December 05, 2012, 05:45:56 PM
That's... strange. I can reliably fire the Hadron Accelerator from an Auria (since that's the only ship I ever mount it on).

Are you running IFed standalone, or as part of a compilation (e.g. Uomoz)? There might be conflicts with IFed and the latest Starfarer update (though I can't say for sure myself).

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Aleskander on December 05, 2012, 09:02:27 PM
I remember something on the forums about the commas in the .CSV being wacked up, you might want to look into that.
ISF is technically not out for .54
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 06, 2012, 11:23:58 AM
I still think that something needs to be done about it.  The AI not being able to fire it makes it pretty pointless.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on December 06, 2012, 07:47:13 PM
keptin has stated that the Hadron Accelerator is working as intended; the AI is supposed to suck at using it. The point of the weapon is for the player to use it.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: FlashFrozen on December 06, 2012, 07:54:05 PM
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,
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 09, 2012, 12:48:14 PM
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?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Aleskander on December 09, 2012, 04:37:24 PM
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?

Try it out and see why
There is a reason why he put the brackets
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on December 10, 2012, 09:45:02 AM
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.

tl;dr: Starfarer's AI isn't built to deal with long-charge weapons.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: NikolaiLev on December 11, 2012, 11:55:22 AM
Really, the Hadron Accelerator (and the Mass Driver as well, though slightly less so) is overpowered.  Its extremes of power simply don't fit in with Starfarer's mechanics.  It's a guaranteed overload, and if not, it'll still deal a hearty amount of damage that allows you to fire from a safe range, all in a package the AI doesn't know how to deal with.

S'why I refuse to use those weapons.  IFed ships are still fun, but the guns are just Too Good.  Even the autoguns (mostly the light ones) are too efficient compared to other light kinetic solutions; low OP, high flux efficiency, high range, all with a burst fire that makes overloading a little easier.  But at least that has the drawback of little raw dps.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 11, 2012, 02:42:04 PM
Why not make the charge up lower but make the cool down after firing longer?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on December 12, 2012, 03:19:47 AM
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.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: silentstormpt on December 12, 2012, 08:08:55 AM
Just to note here, you only need to add a , before the "number" to make this 100% compatible with 0.54a
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Reshy on December 12, 2012, 09:49:32 AM
The collider should at least work properly.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: NikolaiLev on December 12, 2012, 02:23:03 PM
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.

Can't say I blame you, keptin.  Truth be told, the mod feels fairly "complete" as it is now.  It's polished, well made, full-featured, has systems, and balanced.  No doubt more work to be done with more features (star systems and such).

Good luck with your other stuff!   :D
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Griffinhart on December 13, 2012, 12:33:52 AM
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.

A long charge-up in a real-time game like Starfarer demands that the user maintain an open line-of-fire (or predict one) for however long, with all the vulnerabilities associated with that course of action (e.g. you can't maneuver, or maneuver as much, without releasing your charge and having to start over).

Changing it so that there is a lower charge-up means that there is less risk in committing to firing, and that the user can seize more firing opportunities that would have been impractical with a long charge-up; a longer cooldown doesn't really change anything, especially if you're changing it so that the total charge-up/cooldown cycle is the same; now the user has a weapon that can fire more quickly, just as often as before (as opposed to how it is now, where the player can't fire as quickly), which is an overall increase in DPS in practice, if not in theory, if only because the user is more free to use the weapon.

-- Griffinhart
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Lopunny Zen on February 17, 2013, 01:42:08 PM
hey...may i ask where this team came from...is it from Eve?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Lopunny Zen on February 18, 2013, 07:48:12 PM
is it own creation?
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: banehunter on February 18, 2013, 10:37:50 PM
yes
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on February 21, 2013, 06:29:31 PM
It's my own creation drawing inspiration from all over; Aliens, Star Wars, Starship Troopers, Firefly/Serenity, you name it.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Uomoz on February 21, 2013, 06:36:33 PM
keptin! Necromastery!
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: SainnQ on March 24, 2013, 05:30:10 PM
er. This is probably a dumbass question.

But is the mod by chance compatible in stand alone with 54.1a?

Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on March 27, 2013, 02:16:51 PM
I haven't played 54.1a, but did you try testing it before asking?  The last supported build is for 53.1a, as listed.
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: keptin on May 21, 2013, 09:32:23 AM
Interstellar Federation updated to v1.25, IFed standalone now supports 0.54.1a thanks to LazyWizard!

Code
InterstellarFederation v1.25

=File Changes=
-IFed now supports Starsector 0.54.1a
-Updated descriptions
-Updated ship_data
-Updated faction data

Interstellar Federation updated to v1.234, adds descriptions for several ships and weapons.  Note: IFed standalone is still only compatible with Starfarer 0.53.1a.
This faction is best used with Uomoz's Corvus (http://fractalsoftworks.com/forum/index.php?topic=1799.0) and Zaphide's Exerelin (http://fractalsoftworks.com/forum/index.php?topic=6053.0) mod compilations.

Code
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
Title: Re: [0.53.1a] Interstellar Federation v1.233
Post by: Zaphide on May 23, 2013, 01:43:53 AM
Interstellar Federation updated to v1.25, IFed standalone now supports 0.54.1a thanks to LazyWizard!

Code
InterstellarFederation v1.25

=File Changes=
-IFed now supports Starsector 0.54.1a
-Updated descriptions
-Updated ship_data
-Updated faction data

Nice :) I'll update Exerelin with the new things soon!
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Wriath on September 16, 2013, 05:20:43 AM
Can't wait to see the IF Securing their own system!
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: BrickedKeyboard on September 16, 2013, 08:54:53 AM
Indeed.  This mod is one of the better ones : the ships look great, they feel well balanced, they have unique ship systems that are sometimes really neat, and it adds various awesome new weapons.  (the really good ones are hard to get your hands on, ofc!)
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Gabriel_Braun on September 16, 2013, 10:23:44 AM
Now THAT was NecroMasterytm at it's finest!

Still have to ask, any ETA on a .6 update?
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: NikolaiLev on September 16, 2013, 11:47:24 AM
Still have to ask, any ETA on a .6 update?

.6 not only brought systems and new modding commands, it brought new ship values like peak performance, logistical impact, and so forth.  I don't think it's fair, or a good idea to ask when, just if.  But I doubt keptin would let IFed go undeveloped at such a milestone update; it may just be me, but hyperspace was basically The Update I've been waiting for since I got into the game.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: etherealblade on September 21, 2013, 09:35:05 AM
Agreed. If you look at some of the tutorials posted in the modding section, there is a heck of a lot going on. It's funny because the first few steps to setting up mods to .6a looked like just changing a few lines of code untill you get to the next bunch. THey involve rebalancing the whole mod to encorporate said values, and then a lot of extra stuff if they want such as warp points, thier own solar systems. The best we can do is just be patient and say thanks for sharing.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Griffinhart on September 24, 2013, 10:00:41 PM
I wonder if keptin even knows about the 0.6a update. I'd hate for IFed to be abandoned.

-- Griffinhart
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: joey4track on September 24, 2013, 10:31:57 PM
Yeah this faction is awesome! It's been great playing the new update 6a with Exerelin and the many mods already updated but there are some I am missing  :'(
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Gabriel_Braun on September 25, 2013, 02:25:12 AM
Keptin!!!!!!  COME BACK TO US!!!!!!!    :o
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: EvilWaffleThing on September 26, 2013, 07:34:43 AM
I'm sure if he has truly abandoned this mod it will be picked up by someone else. He even says in the OP that you can modify this mod so long as you post the release in this thread.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Excalibur Bane on September 26, 2013, 10:19:53 PM
Well, if I knew how to mod worth a damn, I'd do it myself. It's not like I have a shortage of free time. :P

I really want these ships.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Wriath on September 26, 2013, 10:46:48 PM
He's been online as recently as today, be patient guys.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: InquisitorTaco on September 28, 2013, 11:54:43 PM
I keep getting a crash and an error saying
Quote
Spec of class [com.fs.starfarer.loading.specs.L] with id [gun_light_sharp] not found
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: t13link on September 29, 2013, 04:21:17 AM
Look at:
Starsector\mods\interstellarFederation\data\weapons\HV50.wpn (1 hits)
   Line 27:    "fireSoundTwo":"gun_light_sharp"


 And change ship_data.csv for 0.6a game version (max_burn, CR params e.t.c).
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: dgibso29 on October 03, 2013, 05:43:05 PM
Quote from: keptin ,September 14, 2013, 01:37:45 AM
It's go time  8)
Source (http://fractalsoftworks.com/forum/index.php?topic=5813.msg109060#msg109060)

He's working on it. He's just pulling the whole strong, silent type routine.

Cannot wait, have always loved this mod!
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Griffinhart on October 03, 2013, 05:58:23 PM
Quote from: keptin ,September 14, 2013, 01:37:45 AM
It's go time  8)
Source (http://fractalsoftworks.com/forum/index.php?topic=5813.msg109060#msg109060)

:O

Can't wait.

-- Griffinhart
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Piemanlives on October 07, 2013, 07:42:15 PM
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
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Psycho Landlord on October 07, 2013, 08:40:40 PM
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

Considering Blue Planet itself borrowed quite heavily from several other science fiction works (Nexus: The Jupiter Incident being a rather obvious example) it's hard to blame this mod in particular for appearing to have derivative visuals.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Piemanlives on October 07, 2013, 10:07:08 PM
For me it was mostly the color scheme, however you also missed Babylon 5.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Scrambles on October 14, 2013, 11:30:10 AM
For what it's worth I also think these ships look awesome and would love to have an updated version of the mod!

I'm a dedicated Hiigaran at the moment but I'm pretty sure I could be swayed by these shiny ships :D
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Griffinhart on October 15, 2013, 07:14:23 PM
IFed ships are amazing if you play like I do. (High-speed, high-damage alpha strike ships with clouds of fighters for support.)

-- Griffinhart
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Piemanlives on October 15, 2013, 08:20:18 PM
All that we need now is an update, I wonder what he has in store for us.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Wunder on October 16, 2013, 12:25:11 PM
This mod looks great, just a Jumping drive and new weapons would be needed (And a million megatons of coding and testing) So, People waiting, He may of ran into a problem along the way of coding the new version, or he has given up, worst case scenario.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Lakis on October 18, 2013, 11:23:20 PM
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!

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!
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Wunder on October 19, 2013, 03:07:13 AM
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!

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!
Tht makes me feel budder ;)
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Az the Squishy on October 19, 2013, 08:53:54 AM
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!

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!
Tht makes me feel budder ;)

agreed!!! THE FEDERATION MUST RISE AGAIN!... being dramatc, but, being honest, I'd love to play the mod once it updates. :)
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Gothars on October 19, 2013, 08:58:31 AM
Agreed also, I miss the Federation in my mod packet :)
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Dabclipers on October 19, 2013, 04:10:14 PM
This and Cycerin's beast ships comprise of my two favorite factions I've seen.  I sincerely hope this mod either is A: continued by Keptin, or B: picked up by someone equally skilled at artwork and balancing.  Even though Keptin posted his "Its go Time", are we sure he was referring to continuing this factions updating or something else?
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Lakis on October 20, 2013, 12:16:46 PM
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
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Piemanlives on October 20, 2013, 07:56:40 PM
I think it might have something to do with the recent set of updates, mainly their close proximity of release to each other, not only that but with 0.6.2 happening sometime in the near future I feel he might be waiting for that to happen before actually releasing an update.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Wunder on October 22, 2013, 07:44:57 AM
I got a 54.1A Update! BEAST
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: DornoDiosMio on October 23, 2013, 08:02:21 PM
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

He may have just seen the Go Daddy commercial with Jean Claude Van Damme... you know...

"It's Go Time!"
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Wunder on October 25, 2013, 12:03:26 PM
Still, the hadron cannon oneshots no-shield capitals, but the omega device needs a MAJOR buff in strength, agility and speed
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: SpaceRiceBowl on October 25, 2013, 12:56:41 PM
dermmit keptain, i miss meh cain cannons... :(
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: kazi on December 14, 2013, 02:27:02 PM
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...  ::)).
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: ValkyriaL on December 14, 2013, 03:03:24 PM
Hes not dead, hes waiting for later versions of the game so he can do it all at once.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Piemanlives on December 14, 2013, 06:36:14 PM
So I was correct, huh, that's nice to know.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Uomoz on December 14, 2013, 06:50:16 PM
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...  ::)).

Have you asked permission?
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Erick Doe on December 14, 2013, 07:01:12 PM
Fixing up a mod so you yourself can play it again is fine. But don't publish other people's work without first getting permission from the original author, please!
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: keptin on December 14, 2013, 10:26:30 PM
Hey folks, as Valk said, I'm still around...sort of.  I'm flattered someone enjoys the mod enough to make it compatible for the latest version, but please message me for permission and release info first; I still get message notifications and will respond within a day or so.

That being said, kazi, it takes some balls to put in a few hours of work cleaning up someone else's work and then plugging your own mod with it as payment.  And I think that's a fair trade.  How about this; you finish getting things in order so IFED is compatible with 0.6.2a (strictly compatible, don't add content) and I'll add your name and a link to your mod to the original post as a thanks.  If you're down, shoot me a download link when you're done so I can play test and rehost/re-link it.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: kupan9 on December 15, 2013, 12:35:17 AM
I am glad that Keptin is cool with you getting it Exerelin and campaign compatible Kazi. I have been missing my "Castlebreaker" personal variants of the Titan. I have had this thread bookmarked for a while hoping for some progress to show up. ;D
Thanks for the great faction Keptin.
Thanks for taking the time to update it Kazi. Good luck.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: kazi on December 15, 2013, 02:22:02 AM
To clear things up, I didn't mean for this to become forum drama of any sort. I woke up this morning and was like "hey, I feel like playing IFed today," so I fixed some of the compatibility issues and recorded a video. Anyhow, I wasn't planning on actually adding or changing anything (tbh, I take forever to do anything...), just felt like getting it working for the current version (this was my favorite mod back in the day!).

Long story short, I saw the "If you mod this faction, release it in this thread first" sign on the front page and figured I'd update it to the current version so everyone could play it again. I figured that the mod was dead since there hadn't been an update in four months and the author hadn't posted since September. The plug was simply because that's who I decided to put the testing mission together with (if I had played with another faction, the plug would be for them- no need to post an advertisement, keptin). Anyhow, sorry for any drama/confusion, it was sort of a 'spur of the moment' thing that made me decide I was going to update it. :-[ Anyhow, cheers!
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Sabaton on December 15, 2013, 03:48:33 AM
 Sometimes It's just better to let old things die.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Uomoz on December 15, 2013, 05:30:30 AM
Sometimes It's just better to let old things die.

Wat
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: ValkyriaL on December 15, 2013, 05:51:47 AM
Yeah i didn't get that one either, still, mod ain't dead, but it will be updated later on.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: keptin on December 15, 2013, 08:59:26 AM
No worries kazi, no harm, no foul, no drama; I'm happy to see players interested in the mod.  If you or someone else puts in the effort to maintain IFED compatibility with the latest release I'm sure players will appreciate it.  I usually hand off mods to others that I no longer intend to develop, but I still plan to get back to IFED once Starsector matures.  Right now IFED is in deep stasis.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Sabaton on December 15, 2013, 12:44:28 PM
  Right now IFED is in deep stasis.

 I think you should slap that on the 1st page so as to avoid confusion among players who had little to do with IFED (like myself).
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: kazi on December 15, 2013, 05:18:59 PM
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.
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Garmine on December 16, 2013, 10:29:04 AM
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.

I love you, kazi. <3

Also, thank you very much for the port kazi, and for the totally awesome mod Keptin! My favorite StarSector mod ever. (Sorry other modders! :D)
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: ValkyriaL on December 16, 2013, 10:33:48 AM
you meanie!! :'(
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: Garmine on December 16, 2013, 10:49:15 AM
you meanie!! :'(

Although I gotta admit that I love Valkyrian PDs. <3

Now I just feel like going through a bunch of mods' threads to write "I love you and your mod". :D
Title: Re: [0.54.1a] Interstellar Federation v1.25
Post by: LostInTheWired on December 16, 2013, 03:44:55 PM
Honestly hope he puts it up. ^^ I've always loved the ships of this mod.  They seemed more in line with the game more than anything, and I love the ships actually looking military instead of multicolored craziness.  Probably my favorite ships, tbh.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: keptin on December 17, 2013, 01:04:44 AM
Interstellar Federation v1.26 is up! IFED is now compatible with Starsector 0.6.1a thanks to kazi!  A thousand years have passed since the last sighting of a Federation ship in interstellar space.  Long ago there was a war to end all wars between the Jardain and Federation.  The Federation was victorious, but it came at a great cost.  Only the most inner worlds had remained habitable.  War had ravaged the outer sectors, leaving a wake of destruction in its path.  Nuclear fallout left many planets irradiated beyond the point where life could grow.  The war had ended, but the struggle to survive had just begun. Billions starved as entire farm worlds perished.  A team of the Federation's brightest minds was assembled to create what they needed most: time.  Time for the planets to naturally recover, to preserve their culture and technology until they could regain their strength and rise again.  The Santaria mining belt was a collection of seven worlds selected for their vast subterranean tunnels.  A deep-stasis network of unimaginable proportion was constructed to house the remaining population in self-maintained sleep tubes.  And so they slept.  Their planets abandoned, their ships empty and adrift in space.  An entire civilization in hibernation for a millennium.  Until now...


Changelog:
Code
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
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Bjørn_in_the_Sector on December 17, 2013, 02:54:19 AM
I am SOOOO going to add this in to my mod selection of madness (and lagginess :P)
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: HELMUT on December 17, 2013, 08:38:30 AM
Some conflict with the TUP mod. Both mod have a Zephyr ship i think.

Code
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)
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: keptin on December 17, 2013, 04:33:32 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: MesoTroniK on December 17, 2013, 05:58:06 PM
It is not too difficult to simply add a mod prefix on everything is it not?

ifed_zephyr etc. etc.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Zaphide on December 18, 2013, 01:34:16 AM
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
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: NikolaiLev on December 18, 2013, 04:18:18 AM
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.

And this, kiddos, is why you should prefix all your mod content with a short mod tag (i.e. instead of bastion.ship, it should be pat_bastion.ship).   :D
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Cycerin on December 18, 2013, 05:48:43 AM
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

This is like the only thing that needs to be done for 0.6.1.a compatibility except for replacing missing sounds. Why was it skipped? ???
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: dgibso29 on December 18, 2013, 08:13:31 AM
Unbelievable thrilled this is out! Cheers to you both.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: keptin on December 18, 2013, 11:30:47 AM
I haven't familiarized myself with much of the new content yet.  If someone puts together an update with supply use variables and/or prefixed ship names, I'll review and post a new patch. 

Officially, IFed development is still on hold until a future date where I'll dig into it more extensively.  I will not be maintaining the mod in the mean time.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Ebonwulf on December 18, 2013, 08:10:25 PM
If you are at that, mind touching on the burn rates also?
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: kazi on December 18, 2013, 11:01:47 PM
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.)?
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Uomoz on December 18, 2013, 11:03:17 PM
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.)?

I will do it personally for UsS users in next update, if anyone is interested.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: LostInTheWired on December 19, 2013, 06:29:39 AM
***, I'll do it if I have to.  It's just boring data entry stuff.

EDIT:  Well, I'm almost done, I think.  It'll definitely help if you vets would help with balance after I upload.  I'm trying my best, basing the ships on what I know of vanilla ships and what I remember from IFed, but it's not gonna be perfect.  Probably far from it.  BUT!  It's a place to start!
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: LostInTheWired on December 19, 2013, 09:27:33 AM
Well, here it is.  Download (https://dl.dropboxusercontent.com/u/14173689/interstellarFederation_v1_2_6.zip)

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.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: OhNoesBunnies on December 19, 2013, 01:38:57 PM
The Cyclotron Eviscrator is not in game. :(
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: LostInTheWired on December 19, 2013, 04:35:22 PM
The Cyclotron Eviscrator is not in game. :(

I have no idea what you're talking about.  Is that a weapon or something?  Didn't see any files for something like that.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: keptin on December 19, 2013, 05:26:38 PM
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.

Awesome, I'll take a look next week.  It's pretty cool seeing community peeps come together and contribute to making IFed usable again.


The Cyclotron Eviscrator is not in game. :(

It used to be!  There may even be residual files from it...I want to built it into a mission at some point, but right now it doesn't fit in with the current lineup.  It was intended to be part of the Jardain expansion to IFed, but I burned out shortly after that.  Looking forward, the Jardain elements will play mission roles, but never be a playable campaign race.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Zudgemud on December 22, 2013, 09:18:27 AM
Oh god yes, this mod is the *** and I've missed it so much!
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: MesoTroniK on December 22, 2013, 08:43:26 PM
What about putting the Jardain into the campaign as a non playable faction? Even making the ships 100% uncaptureable / buyable.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: HELMUT on December 23, 2013, 12:04:53 AM
I don't know about the Jardain, however if it means i can eventually have that Cyclotron gun, go for it! The sprite is gorgeous.
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: Ishman on January 07, 2014, 07:53:19 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 08, 2014, 01:45:58 AM
Thanks for pointing that out Ishman, I've fixed it in this official patch release.

Interstellar Federation v1.27 released

Changelog:
Code
InterstellarFederation v1.27

-Incorporated balance updates & unique names, special thanks to LostInTheWired!
-Modified weapon sound for neutron weapon system
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on January 08, 2014, 12:39:13 PM
Maybe i can make the Jardians...the cyclon cannon gives me an idea on what they would look like and it would be cool...what do you say :)? i just have to learn how to make ships...i dont know if its possible to make on adobe illustrator or not..what do people use to make the ships?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: MesoTroniK on January 08, 2014, 01:00:17 PM
A couple of Jardain ships already exist, they just are not on display anymore.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on January 08, 2014, 01:38:18 PM
it says scythe class not found when i boot it with exerlin mod is thre a way to fix this?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Zaphide on January 08, 2014, 01:54:37 PM
it says scythe class not found when i boot it with exerlin mod is thre a way to fix this?

You could wait till the next version of Exerelin (which I have updated for this latest IFed version) :) or you can edit your current Exerelin version and prefix all the IFed ships with 'ifed_'.

You will need to edit (in Exerelin):
 - data/world/factions/interstellarFederation.faction
 - data/scripts/plugins/exerelinCharacterCreationPlugin.java (lines 575-579)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lakis on January 08, 2014, 10:10:15 PM
Squee hahaha! It's alive!
Title: Re: [0.6.1a] Interstellar Federation v1.26
Post by: LostInTheWired on January 09, 2014, 08:13:30 AM
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.

Aww man.  Sad to see I missed one.  Still, glad someone caught it.  Tried to be a thorough as possible.  ^^
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 09, 2014, 06:55:43 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lakis on January 09, 2014, 07:24:27 PM
Spoiler
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.
[close]

Spoilered the Quote just to save space.

I've honestly always wondered why you didn't implement more story based missions, cool beans on the ship style. Can't wait to see the opposing fleet in this Mod. The difference between them will be interesting to learn, in the mena time I'm hopping in my seat for Exerelin support to be official.  (I ham fisted the support on my game to enjoy your ships.)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: MesoTroniK on January 09, 2014, 07:30:49 PM
I always did like the look of the Jardain ships, but those vanilla weapon mounts look a little odd :)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 09, 2014, 08:00:26 PM
@Viymese, Even missions have the same limitation; they're all "destroy the opposing force".  It's very limiting from a story telling perspective if everything is a battle.  It's boring.  Now imagine if there was a map 10x as large with fog of war where you had to scout for an alien relic ship while evading enemy patrols guarding the area.  ...Reminds me of this mission in C&C Tiberian Sun.

@MesoTroniK, Yeah, some of it may change.  I'd like to eventually overhaul all the sprites, but the story will come first.  Starsector is sweet, but it lacks depth at the moment.  This is why I'm taking a break from development until the game matures--there's only so much you can do at the moment.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on January 10, 2014, 12:30:18 PM
That Jardian ship color and design doesnt make sense...since the cyclon is green and black...my idea was a green and black design color...i wish i could just show you lol
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Bjørn_in_the_Sector on January 10, 2014, 01:27:07 PM
WAT. Keptin, don't listen to these fools! :P Seriously, though. that looks so incredibly cool.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: HELMUT on January 10, 2014, 01:32:40 PM
Very cool sprite indeed, it's rare to see a ship with smooth armor actually fitting with Starsector style. I'll look forward for more Jardain stuff.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on January 10, 2014, 01:46:36 PM
but the gun is green and black...make them black with glowing neon green parts...that would be amazing
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 14, 2014, 09:47:05 PM
Working on a graphical update to IFed as time permits.  Here are a couple comparisons between new and old sprites:

(http://i.imgur.com/k3SWkZ0.jpg)

(http://i.imgur.com/A8q5TrQ.jpg)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Shield on January 14, 2014, 10:02:42 PM
Working on a graphical update to IFed as time permits.  Here are a couple comparisons between new and old sprites:



Can't wait to see the finished product
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Doogie on January 14, 2014, 10:10:00 PM
I swear that looks vanilla.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Sleepyfish on January 14, 2014, 11:32:09 PM
What do you mean "as time permits"? If I might inquire, what else are you working on outside of starsetor? KSP?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: ValkyriaL on January 14, 2014, 11:47:21 PM
he is waiting for the game to mature before he puts serious work into it again. like many other of our modders are doing.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 14, 2014, 11:49:59 PM
what else are you working on outside of starsetor? KSP?

I started working on the Kerbal Aircraft Expansion (KAX) mod (http://imgur.com/a/hXkEA), but it's shelved at the moment.  I'm just poking around here and there when I have time to spare outside of work & life.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Gotcha! on January 15, 2014, 05:12:17 AM
Man, for our sake, I hope you'll have plenty of time to spare. Those improvements are amazing. ;)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: HELMUT on January 15, 2014, 06:05:17 AM
Man, for our sake, I hope you'll have plenty of time to spare. Those improvements are amazing. ;)

+1, can't wait to see how the big ships will look after some face-lifting.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Gnock on January 17, 2014, 02:45:18 PM
Jesus....


you are a true talent


God Bless You.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 18, 2014, 02:12:10 PM
Ha thanks, trying to stay modest here, but can't say I don't like all the high praise!  8)

Here's the current batch last posted to the sprite critique thread.  There are some areas to touch up, but it's a good WIP.

(http://i.imgur.com/w6O3rxp.jpg)

It takes a lot of time for me to hit this level of detail and quality.  3+ hours for the Vixen.  There tends to be a lot of exploration in paint where I'm painting areas over and over to feel out what I'm looking for and then shading & highlighting comes in.  Pixel art is cool, but tedious!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Ishman on January 18, 2014, 02:27:38 PM
Well, not to polish your ego some more - but those look amazing AND they've got their own distinct style. Love the look.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on January 18, 2014, 03:04:02 PM
now this is what i was talking about :)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Cycerin on January 18, 2014, 03:27:54 PM
Absolutely amazing work, love the balance between detailing/texture and areas of smoothly shaded surface.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Vinya on January 18, 2014, 03:41:24 PM
Love the new sprites.

Any chance you'd want any animations done for decorative/built-in weapons? This has been my favorite mod since I've gotten Starsector and I'd love to help out.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: HELMUT on January 18, 2014, 04:32:44 PM
That shade of blue on the Vixen do wonders! Keep it up!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: theSONY on January 19, 2014, 05:21:02 AM
I'll say, i didn't like the first refreshed ships especially DAKOTA ( to much stuff on it ) but VIXEN looks great & as Helmut wrote, the "Blue" shade is great
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: HELMUT on January 19, 2014, 09:54:40 AM
It's true that the Dakota looks more cluttered than the others. Also darker. But with weapons put on it, it shouldn't be that much of a problem. The sprite is still gorgeous anyway, so to me it can be excused.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: frisbeerocker on January 26, 2014, 02:29:52 PM
Are you working on v0.6.2a compatability?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Piemanlives on January 26, 2014, 04:27:57 PM
As it stands the author himself isn't working on it while the game is still in it's current state, however the faction is included in the Uomoz compliation here http://fractalsoftworks.com/forum/index.php?topic=1799.0
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: dgibso29 on January 26, 2014, 07:44:07 PM
Liking the retouched ships, Keptin. Keep it up!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: LostInTheWired on January 26, 2014, 11:33:51 PM
Are you working on v0.6.2a compatability?

Are there any particular breakages?  I know Kazi updated it for 0.6.1.  0.6.2 didn't seem like a huge change.  I'll have to give it a run and see what I can find.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Vinch on January 27, 2014, 03:34:38 AM
Well actually i use a IFed version 1.26 i'd modified to work with exelerin back in 0.6.1a and it work without problem in 0.6.2a!

So far, the only compatability issue i had is valkyrian's Heron using the same ID as vanilla Heron, but that was easily fixed ;)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lolpingu on January 27, 2014, 10:26:30 AM
This faction seems to be really terrible for Exerelin.
It expands SO VERY SLOWLY, it takes like a year just to make a boarding fleet - even defense fleets take their sweet time to come out of the orbital station, and this is even when I capture orbital stations near asteroid and gas rich zones. On the other hand, factions which seem to be in desolate and resource-poor areas seem to flourish and spit out massive murder fleets every 5 minutes.
This only happens with IF, from my experience with several Exerelin-compatible factions.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Piemanlives on January 27, 2014, 12:13:04 PM
Again, the mod author hasn't updated this for the newest version of Starsector, someone else did that but for 0.6.1, and even then it isn't the mod authors fault this doesn't work as well as others considering that Exerelin isn't his mod but someone else's.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Vinch on January 27, 2014, 02:12:21 PM
Thats strange... isn't fleet generation stuff is in the core of exelerin? I just looked at the .faction in exelerin and the fleet loadout is the same as for other faction.  ???

The fleet generation is tied to the planet type, try to start on a planet instead of a moon, with asteroids belt nearby thats where i had better results.

As it stand now the faction seems weak until you have cruisers and above, you dont have many weapon mounts, noticeable stats and fancy ship system. What Ifed have good is the weapons: mass drivers, hadron, thunderchief.... but even then you have to rely on vanilla weapons (especially for small ballistic).

Well for me the Ifed is playing nice in Exelerin ;)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 27, 2014, 02:58:13 PM
Mod factions are difficult to balance and so when you toss several of them into a mod compilation, some are clearly more powerful than others.  Ideally the discrepancies are minor and vary between ship types/tiers and strategy/how a ship is meant to be used, but often it's unbalanced across the board.  It's really tempting while playtesting to bump up the stats to make your creations just a little more powerful than everything else, but if everyone is doing that you can see where the overpowered trend comes from.  As David said in the blog, "If every ship was totally awesome then no ship would be totally awesome. Starsector needs standard “boring” workhorse ships."

I made a spreadsheet balance tool (BalanceSuite 5000) a while back that helped devs balance their factions to vanilla by showing them how a particular ship compared to others of its class and even recommending stats given its price, ordinance, etc.  The idea was that it helped devs take a step back with, "Hey, that's overpowered for this type of ship and here's why, try this stat instead."  I thought it was a pretty useful tool until a major game update broke it.

IFed is due for an overhaul where some rebalancing will take place.  While I want it to play nice with other mods, it will only be officially supported as a standalone mod to use with vanilla.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lolpingu on January 31, 2014, 05:07:52 AM
Of course, of course, it just ocurred to me as weird that this faction seems to spread slower than other factions in Exerelin than others, regardless of station placement.
With that being said, I LOVE the sprites. The design and color scheme is spot-on!
Though I'm pretty disappointed I didn't get to see the Cyclotron, that thing looks like a beast.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on January 31, 2014, 12:19:52 PM
Yeah, the cyclotron was me testing to see if an animated sprite sequence would work well for weapons.  It sure did!  There's a lot you could do using animation, from visual charge ups to barrel flame/fire effects, even weapon deployment.  It's just super time consuming.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Uomoz on February 09, 2014, 07:13:38 AM
Hi there kep! Bug report: The Piranha launcher is broken right now, I removed it from UsS while waiting for a fix.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: TimeDiver on February 09, 2014, 07:43:17 AM
Hi there kep! Bug report: The Piranha launcher is broken right now, I removed it from UsS while waiting for a fix.

(Hot)fix method: Open up 'data\weapons\proj\ifed_piranha_missile.proj' and change the following line (#31):

"projectileSpec":"piranha_warhead",

to

"projectileSpec":"ifed_piranha_warhead",

Limited testing shows that it fixed the error for UzS v1.2, and should apply to IFed v1.27 as well.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on February 09, 2014, 01:23:43 PM
@Uomoz & TimeDiver, thanks for the report and fix guys, it really helps!  I'll push the changes soon.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on February 11, 2014, 07:39:28 AM
what happened to the Tracer Bomber...is it currently being reworked?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Vinch on February 11, 2014, 09:38:54 AM
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).     ;)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Tecrys on February 11, 2014, 10:19:47 AM
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).     ;)

I can confirm that changes like this are save compatible, did a lot of that before to cheat in Exerelin.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Uomoz on February 26, 2014, 09:19:55 AM
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).

Also, when are the new sprites coming? :Q
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: TimeDiver on February 26, 2014, 11:27:20 AM
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).

To follow up on this: for whatever reason, Starsector does not like the 'explosionSpec' set of entries being used in MIRV-spawned projectiles; at least, from the limited testing I've been able to do on the matter.

Simply removing lines #14-24 from 'ifed_piranha_warhead.proj' removes the crash caused by by the Piranha Missile Launcher's 40-odd MIRV-spawned warheads on collision, but also removes the very tiny AOE (5 radius?) damage effect per projectile, an attached flak-type explosion sound effect, and a similarly tiny particle effect visual.

Addendum:

Also, the 'ifed_piranha.wpn' file is missing a '"renderHints":[RENDER_LOADED_MISSILES]' entry, so the actual missile isn't being rendered until it's actually launched, and with no real means of predicting whether said weapon is in the middle of a reloading phase or not.

Bug, or intentional by design?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Uomoz on February 26, 2014, 12:02:20 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Nanao-kun on February 26, 2014, 12:39:09 PM
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!  :'(
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: ValkyriaL on February 26, 2014, 12:43:20 PM
Well, they are old and haven't been truly worked on since 0.54 or whatever patch it was, things are bound to be outdated and cause issues.

still waiting for master keptin to come through with the eventual update. =D
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on February 28, 2014, 06:41:24 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Lopunny Zen on March 01, 2014, 08:15:30 AM
hopefully the titan will stay in the new one....thats my favorite carrier.. but i know it seems dull now but at least you can work on it a little...the more work the better it turns out usually
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: HELMUT on March 01, 2014, 09:09:58 AM
I want deeper politics, meaningful trade, regions of space, a variety of mission types, exploration, faction campaigns w/ storylines, and more. 

Some mods introduce similar mechanics, Vacuum, Ironclad, Bounty Hunt... But yeah, given the slow development of Starsector we won't get to see all those official features before a few months.

Even if you don't update Ifed for a while, i'll still be glad if you still try to keep it functioning as it is or at least let someone like kazi updating it when the new Starsector version come out. Still a lot of people love to play sandbox style with Ifed as a part of it.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: kazi on March 01, 2014, 12:37:23 PM
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.

I couldn't agree more with this feeling. Although it's a high quality game, I find starsector to be very boring to play these days. There just isn't anything to do besides fight people. Fortunately, it appears I really enjoy modding, creating new music, art assets, etc., so it all works out. It's kinda funny, all the time I used to spend playing videogames is now spent making them.

I can do my best to maintain raw compatibility (if it's fine with keptin), but don't expect any new content or changes of that nature if I do.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: bbarr97 on March 02, 2014, 04:50:03 AM
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.


Sorry to see you depart.  As a last selfish request for iFed supporters could you release your updated artwork in a separate package?   They looked great and perhaps a motivated modder can take up the rein with your permission.

Regards
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Cycerin on March 02, 2014, 05:07:56 AM
The effort needed to keep a mod up to date is worth it in my opinion, despite also feeling like the game needs to mature more before other creative venues can be explored. I respect Keptin's decision though, I just think if I was in his shoes I'd rather spend some time keeping the mod up to date. However, if he feels like a complete rework is in order, there really is no sense in doing a baby steps approach. Working on a mod and keeping it polished is a lot of effort and it doesn't put food on your table.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: reactorcore on March 02, 2014, 05:28:14 AM
Working on a mod and keeping it polished is a lot of effort and it doesn't put food on your table.

Would be cool if it did. Kind of how modders can submit creations to the Mann Co store in Team Fortress 2 and earn money from that. It would be like giving power to modders to make unnofficial DLC and have the ability to sell it, while giving Fractal Softworks royalties for using their platform (Starsector).
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Cycerin on March 02, 2014, 05:48:47 AM
We'll see. The Steam Workshop functions well because the games it serves are f2p and generate an enormous amount of traffic. If anything I could see myself monetizing my mod by selling freemium things such as physical copies of soundtracks or something, down the road. But this is a derail.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on March 02, 2014, 09:52:13 PM
Sorry if I got some of your hopes up by posting recent sprite work--had some time on my hands and it was fun, and I may continue to do so, but the code backend is what needs work and is something I have no interest in doing at the moment.  I've been pretty vocal about official development being put on hold for a while now, but Kazi's recent update patch has revived IFed a bit, so I understand that it may have been misleading.

Kazi has my permission to continue to maintain it, keeping true to the original vision of the mod as closely as possible.  I'm definitely still around; I check the forums almost daily and keep an eye on the game's development.  IFed is still important to me, but I want to limit my time on it until it has more of a game to grow into.

I hope it doesn't seem like I'm giving Starsector a hard time for its development pace/cycle. I love what Alex & team has made, it's fantastic and has so much potential.  I admire their persistence and dedication to their creation and understand the pace of indie development all too well.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Az the Squishy on April 17, 2014, 11:58:26 AM
You may want to Put Kazi on the main page as a new Maintanier or Kazi can make a Updated thread that is simply to keep the faction alive. I've to agree that star-sector isn't too great (yet) but it's a good time killer once in a while, and great factions like Ifed. Even if a little dated, give the game a breath of life every so often. Right now i'm trying to make my own faction based around tools that miner's would use.. a sort of Indepentant Mining Faction :P

Cameo to that...


Anyway, Thanks for what you've posted here Kip, I can't wait to see what you build up again from the experineces you've had. :)
Even if it's just afew spirtes to keep from getting rusty or somethin'. :P
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Peter1x9 on April 18, 2014, 12:13:41 PM
Ifed is still one of my favorites, despite the halt in development.  I really love being able to bring heavily-armed carriers and fighter swarms to every battle. 

I can understand your reasoning for halting development.  I'd really like for there to be more ways to make money in the game, besides just blowing everything up.  I'd also like it if planets were actually useful.  As far as this mod goes, I'd be happy if you guys just keep it updated to the point where it gets along properly with every new patch.  Imo, the sprites are all fine the way they currently are.  Even the Industrial ships are far better looking than their equivalents in the default game.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: JDCollie on April 18, 2014, 01:14:57 PM
The changes to CR plus the Trade development that Alex is working on really feels like the metagame is getting more developed imo, so I have high hopes for a more engaging overall experience in the relatively near future. (And hopefully the return of IF with it :D  )
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Dranume on June 17, 2014, 07:53:12 AM
First of all, kudos on the cool ships!

Just a few things that I noticed while playing with these ships.

1. The Hypertug: Most of the tugs that I have used in the game come with the hull mod "grapple line" hull mod.  The one for these ships did not have one, and it did not seem to improve the burn rate for my little fleet while flying.

2. Early game, these ships feel like a water balloons that are slow and very little flux capacity.  Also, the weapon choices from the faction station are short ranged and lack any sort of punching power.

3. speed, most of the ships are slower than their other faction counterparts(<-- could be wrong), and with me being unable to get the tugs to work, its is rather difficult to catch anyone in or outside of solar system.

4. It seems the AI in this game does not like flying the ships to their strengths.. i.e. with one of the cruisers, the computer will never use the neutron blaster, with the missile destroyer, the AI does not like to use the missiles..lol

Overall, I enjoy the little challenge of figuring out how to use this navy in the game and I enjoy the esthetic of the ships, and I know a appreciate the time and effort that was put in for this mod.

** Just did some more reading and saw that you are discontinuing the work on the mod.  I understand how you feel, it is an extreme rinse and repeat game and gets boring fast.. but it is kinda fun to spend alittle time and put a fleet together to go pound other poor fleets.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: uzsibox on November 12, 2014, 07:09:54 PM
sorry for necro, but anyone planning to update to 65.1.a ?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: MesoTroniK on November 12, 2014, 07:26:25 PM
Seems unlikely, the amount of effort required to update a mod for .65.1a is massive compared to all previous updates of Starsector.

I'll be frank here for any fans of the Interstellar Federation. In my opinion you should just let this mod rest, it is very old, obsolete, in need of an art overhaul, balancing, total code do-over, and in general the entire mod needs to be remade from scratch. Keptin said this himself, one day he will return and will make it happen.

Until then? It is what it is, time to move on and enjoy other mods... Keptin recommended that you do not hold your breath.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on November 12, 2014, 07:38:26 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: WKOB on November 13, 2014, 04:10:00 AM
That's a shame, but I get it. Good luck with your other project, IF will stay in my mind as one of the first quality comprehensive faction mods.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: uzsibox on November 13, 2014, 07:40:42 AM
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.

Thank you! Regardless I'm gona be really sad without my railguns :\
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on December 18, 2014, 06:54:23 PM
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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Wriath on December 18, 2014, 08:13:37 PM
Wow! That's super exciting man, can't wait to get behind the controls of some of your ships again. Thank you so much for all the work you've put in.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Griffinhart on December 19, 2014, 05:42:01 AM
Aw, damn. I'm really going to miss trolling 200+ OP fleets with a pair of Aurias.

-- Griffinhart
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Garmine on January 20, 2016, 02:46:46 AM
Hi!

First of all sorry for the necro, but this question certainly belongs here :)

I'm thinking on necromancing IFed, but I have a few concerns.

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 I understand it based on Keptin's posts:
 - in the OP Keptin only permits meta-mods to be released in this thread
 - his CC license (quoted) only applies to the ship sprites in the last release, no other content (data files, code, lore, ...)

I'd like to start a new thread for the necromanced IFed using the old sprites, lore and such. I cannot do this according to the above, can I?

Shall I just PM Keptin about this?

P.s.: and am I allowed to modify the old sprites myself according to the CC license? And would modifying them in the style of the new sprites posted by Keptin be evil/unethical or even against the license?

I suck at these law-y things :(

P.p.s.: can I even use the name "Interstellar Federation" in the necro? :D Please help ^^
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Tartiflette on January 20, 2016, 03:26:46 AM
Technically the CC BY-NC-SA 4.0 license allows you to take, modify and release the sprites in any form or shape as long as credits and links to the original work are provided, it's for non commercial purpose and you use the same licence. If on top of that you add the Starsector's licence about modding, you can only use them in another Starsector mod and not some random different game.

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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Garmine on January 20, 2016, 03:50:49 AM
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.

Thank you! Well, using only the sprites and nothing else wouldn't be a true necro nor an IFed reboot. I'll PM Keptin and hope he'll answer :)

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.

Of course I don't want to take over IFed in case Keptin still plans on returning. I'd rather just maintain it until that time. (Or help him, IIRC he mentioned somewhere he prefers the art part rather than the coding part. It's the exact opposite in case of me.)

(For IFed fans: please do not consider this as a promise of a new IFed even if Keptin approves. University is evil and time consuming.)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Alendor on January 24, 2016, 08:59:07 AM
Technically, his post releasing the material means you no longer need his permission to use the assets, and that is specifically his intent of the release, so that he doesn't have to field PMs again in the future regarding a project that he has lost interest in.

It was a great mod, i hope people stop worry about hurting people's feelings, and bring back these ships.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Taverius on January 24, 2016, 01:54:20 PM
I'd love it too, but since you're essentially starting from sprites its an absolutely monumental amount of work.

All the .hulls have to be recreated, all the stats for all weapons and ships redone, all the campaign integration, scripting ... to whever takes this up, start slow or you'll burn out :)
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: FelixG on January 24, 2016, 08:14:05 PM
The sprites are absolutely gorgeous, I would love to see this rebooted so I could play with it in game!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Wriath on May 11, 2017, 09:01:39 PM
So I uhh... might have started working on a reboot for this.

[attachment deleted by admin]
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Jonlissla on May 11, 2017, 09:19:31 PM
As long as you have permission I would love to see this mod revived with updated art.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: keptin on May 11, 2017, 09:22:11 PM
I gave Wriath the ok. Godspeed  8)

I released the mod under Creative Commons. It's open to modify and rerelease:

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.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Mealstrom on May 11, 2017, 09:30:20 PM
damn this mod looks great can't wait for it to be 0.8 compatible :P
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Ronald Klein on May 12, 2017, 08:12:43 AM

 OH HELL YEAH!

 I missed the hell out of these ships and weapons! Rock on!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Wriath on May 12, 2017, 08:17:21 AM
Making Progress.

[attachment deleted by admin]
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Gothars on May 12, 2017, 08:28:02 AM
Awesome, this was one of my favorite mods back in the day. Good luck!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: cjuicy on May 12, 2017, 09:07:09 AM
Amazing. Just amazing. I look forward to having this mod again.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Morbo513 on May 12, 2017, 09:24:10 AM
This looks really cool, glad someone's taking the time to bring it back.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Wriath on May 12, 2017, 10:08:31 AM
All the props go to Keptin, I'm just doing the legwork.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Psycho Landlord on May 12, 2017, 06:26:01 PM
Hell yeah, I may get to fly a Titan again. So down.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: NITROtbomb on May 12, 2017, 07:34:21 PM
Omg I am Super excited for this to be a thing :D
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Sunfire on May 12, 2017, 09:48:23 PM
Godspeed Wraith!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: cbjamo on May 13, 2017, 06:41:24 AM
Made an account just to thank keptin of releasing this as open source, and for Wraith for picking it up. I loved this mod back in .65.

Wraith, will you be posting the patched version in this thread, or will you make a new one? I just want to know where to watch for the .8a release.
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Camael on May 17, 2017, 10:23:09 PM
Awesome! I had actually started doing a rag-tag wannabe update for myself so I could put them in the game again, was one of the best and most iconic factions out there for a long time. Thanks guys, for bringing it back!
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: uzsibox on June 06, 2018, 08:48:47 AM
Any news regarding an update?
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: peperoni_playboy on June 06, 2018, 04:51:02 PM
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).
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: Dankfordayz on June 06, 2018, 05:49:48 PM
The link for the drop box downlode is not working
Title: Re: [0.6.1a] Interstellar Federation v1.27
Post by: dftst0 on June 14, 2018, 05:12:00 AM
The link for the drop box downlode is not working
If by any chance you're looking for the 0.6.1a version, that seems to be gone forever.
If you'd read the previous page:

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).