Fractal Softworks Forum

Starsector => Mods => Topic started by: Kayse on May 30, 2021, 07:48:00 PM

Title: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: Kayse on May 30, 2021, 07:48:00 PM
No Such Organization
(https://i.imgur.com/QaGToOf.png)
A minor faction with historic ties to Tri-Tachyon Corp and a love of phase ships.

'No Such Organization' is an open secret, rebranding after the Hegemony destroyed the bases of the PHASEOPS 3rd Task Force in the end of AI Wars. Nowadays, they salvage available hulls and shove phase coils in them. These aren't the clean R&D folks in sterile labs, these are soldiers, spacers, and technicians who want something that works NOW and are willing to make engineering compromises to make it work.

Download: No Such Organization - Phase ships v0.4.0 (https://img.shields.io/github/downloads/Kyaace/NoSuchOrg_PhaseShips/total)  (https://github.com/Kyaace/NoSuchOrg_PhaseShips/releases/download/v0.4.0/No.Such.Org.-.Phase.Ships.zip)

Requires: Magic Lib 1.0+ (https://fractalsoftworks.com/forum/index.php?topic=25868.0)

Recommended/Supporting:
Nexerelin with quick start and Diplomacy Profile
Commissioned Crew with a NSO bonus: Phase Logistics
Supporting Version Checker
Tenative support for Smuggler's tricks: Tested, seems mostly compatible. See IonDragonX's post immediately below for link.
Phase Field Save Fix 1.0 (https://www.dropbox.com/s/keiiku4xpxlji81/Phase%20Field%20Save%20Fix.zip?dl=1) (by Histidine). Disables a call inside of the vanilla Phase Field hull mod that can sometimes cause a save crash.
Tentative support for Industrial.Evolution (whitelisting ships to allow the mod use). I don't use Industrial.Evolution myself so hopefully someone can confirm it fully works, but it shouldn't break anything.

Ships:
Spoiler
(https://i.imgur.com/8LXk0Wf.png)
Poltergeist: Phase Fighter

(https://i.imgur.com/FNlfjhV.png)
Maggot: Phase Bomber

(https://i.imgur.com/UjSAglc.png)
Corpse: Drone (used with Necromancer)

(https://i.imgur.com/UyGmM5C.png)
Ghoulie: Salvage/Support Frigate

(https://i.imgur.com/hoXhsBh.png)
Grim: Interdiction Frigate

(https://i.imgur.com/xWMi3nQ.png)
Barrow: Phase Blockade Runner

(https://i.imgur.com/UktEOrI.png)
Dullahan: Flotilla Leader

(https://i.imgur.com/z6kYTPy.png)
Harbinger (NSO): Phase HK Destroyer

(https://i.imgur.com/RKXSTYd.png)
Haunt: Phase Carrier

(https://i.imgur.com/oNexRav.png)
Necromancer: Combat Salvage

(https://i.imgur.com/dUkDqmT.png)
Pyre: Phase Tanker/Bomber

(https://i.imgur.com/r2fk0Qr.png)
Bansidhe: Phase Light Cruiser

(https://i.imgur.com/QlD7lEm.png)
Deathknight: Phase Heavy Cruiser

(https://i.imgur.com/nDRjlHt.png)
Ghost: Phase Carrier

(https://i.imgur.com/CbgBkK5.png)
Azrael: Phase Battlecruiser
[close]

Changelog and Features:
Spoiler
v0.4.0: Updating to StarSector 0.96a and MagicLib 1.0
Balance: Increased armor and hull values to bring them more in line with vanilla phase ships in 0.96a
Tweak: Added "Grime" variant of the Grim that doesn't have the built in ion weapon for more user adjustment.
Reworked Jar imports to handle the MagicLib 1.0+ version.

v0.3.2: Polishing and Bug fixing
Bug Fix: Deathknight overcrowding
Tweaking: Barrow supplies changed to 6/month (from 10/month)
Tweaking: Barrow base value changed to 42,000 (from 100,000)
Tweaking: Dullahan base value changed to 50,000 (from 40,000)
Tweaking: Ghoulie base value changed to 28,000 (from 52,000)
Tweaking: Slight narrowing of Dullahan turret arc to firing through ship.
Polishing: Improving Nusquam system generation (Probably worth stopping by the debris field for a new player). Requires a new game to see.
Polishing: Added "Phase" back to Designation of ships: Dullahan, Bansihde, Necromancer, Deathknight

v0.3.1: Deathknight (should be save safe, but now requires Magic Lib).
New ship: Deathknight, phase heavy cruiser with elite armor regeneration.
New hullmod: Superposition Armor (allows in-battle armor regeneration). 

v0.3.0: Phase Carriers (should be save safe, but might cause weirdness with illegal ship fitting for existing fleets)
New Ships: Ghost Cruiser-sized carrier, Necromancer Destroyer-sized Drone Tender/Combat Salvage, Maggot Torpedo Bomber, Corpse Drone
Rebalanced Ships and Misc changes:
Haunt gets two launch bays and can change the wings, Bansidhe gets a reduction in DP from 30 to 25,
New Hullmod: Phase Carrier. Built into Haunt and Ghost, it slows down launching if you use any non-NSO fighters.
New Ship system: Reanimate Salvage for the Necromancer
Compatability with other mods:
Added Version Checker support.
Improved Nexerelin support for New Start mod.
Renamed the planets in the NSO star system to avoid conflicting with Anvil/Exalt. Will need a new save to see.

v0.2.6: Balanced the Azrael a bit; it had way too much OP (like 60 too much), so much so that it didn't want any Built-In hull mods. It now better aligns to the Modding Guidelines OP standards (still a smidge extra). The Elite variant had to go on a diet as well. I also fixed the Haunt variant, it should appear in Auto-fit and is more accurately described as an Escort variant instead of Strike.

v0.2.5: Angle of Death:
Added battlecruiser Azrael, rare blueprint, not in the NSO Blueprint pack, but NSO sells them every so often. Azrael should also take the place of Dooms in most NSO heavy patrols, but did not add to Tri-Tachyon list to prevent messing up any TT balance. As such, if you don't have NSO in your playthrough, you will likely need to the find the blueprint and make your own at this time.
Remade Harbinger NSO as skin, thanks to IonDragonX showing me how.

v0.2.4: Renamed Ghast to Ghoulie, since Ghast was on the 'already in use' list for an unreleased mod. Also added NSO's blueprint to the Nex start, since it has a blueprint now.

v0.2.3: Renamed three ship: Banshee to Bansidhe, Wight to Barrow, Ghoul to Ghast. Added Harbinger (NSO) with Phase Disruptor system. Added NSO blueprint with all current ships, instead of them just being rare_bp. Some minor tweaks, including working better with Nexerelin random start ships.

v0.2.2: Fixed spelling error, oops.

v0.2.1: Elbow grease and polish:
Minor polish update. Improved the Grim sprite to 'read' more as a phase ship with larger coils and smaller engines. Other minor tweaks to make the No Such Org design text look better/colorful.
Added Commission Crew support. Currently it grants a 10% discount to Supply cost of phase ships and a 20% discount for sensor profile of non-phase ships, might tweak those numbers if they need it.

v0.2: The Banshee foretells death:
Added new ship: Banshee Phase Light Cruiser.
Renamed mod folder to make it easier to locate for folks with oodles of mods. Shouldn't break saves *knock on wood*
Tweaked Nexerelin starts so that large combat start has banshee, dullahan and grim.
Tweaked Tri-tachyon so that they can now spawn Poltergeists wings, for the case of adding this mod to existing play-through.

v0.1: First public version, with
Ships: Poltergeist, Ghoul, Grim, Dullahan, Haunt, Pyre and Wight,
Hullmods: Phase Tuning - Lean, Phase Tuning - Rich, and Precision Bombardment (built-in only).
No Such Organization: Faction with Nexerelin diplomacy profile, quick start and star system with two populated planets, which should provide a steady stream of Phase Ship hulls for purchase.
Showcase Mission with the 6 current ships, plus fighter.
[close]

Credits and Thanks:
Nia Tahl: Inspired to actually try modding after how comfortable the Percale (https://fractalsoftworks.com/forum/index.php?topic=18845.0) flew. Highly recommend! Also copied ScalarTech showcase mission (such a good idea). Thanks you very much!
PureTilt: Credit for the basis (https://fractalsoftworks.com/forum/index.php?topic=18474) of Precision Bombardment hullmod. Thank you!
IonDragonX: Thanks for showing me how to make a skin.
Sundog: Thanks for letting me base my armor regen hullmod on yours!
Tartiflette: Thank you for Magic Lib!
Wispborne: Thank you for maintaining Mag Lib :)
Histidine: Thank you for Nexerelin!
Unofficial Discord: Comments, recommendations and advice. Thanks.
Forums and Wiki: So very much information freely offered. At my peak, I think I had literally 200 browser tabs open to try to cross reference so much of the information that the community has authored. Thank you!
Thank you Alex and the rest of the StarSector team for the great game!

If there is interest, I might try to kitbash some more phase ships to fill out more roles, but mostly wanted to see if I could make enough ships to run a phase-only play-through a bit easier/more fun. The balance isn't quite there yet and the credit prices are mostly just suggestions at this point.  Feedback and interest welcome but patience and reasonable expectations asked. :)

Thank you!
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes
Post by: IonDragonX on May 30, 2021, 08:31:08 PM
Noice. Just for everyone's information; phase fleet play probably want to use the mod below to make stealth runs.

Smugglers' Tricks by Morrow (https://fractalsoftworks.com/forum/index.php?topic=21070.0)

By changing Sensor Array hacking, your stealth runs become a lot more logical & successful. (No more beating your head against the Atzlan Comm Relay)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes
Post by: Arcagnello on May 31, 2021, 02:35:43 AM
Every time I'm ready to play Starsector one more vanilla expansion mod comes along and I got to comment on it and install it  ;D

Questions:
1) Can I install it on an already in-progress campaign without Nex?
2) Does the faction still have planets and a faction profile without Nex?

These look amazing! Thank you!

Edit: I just noticed this is your first post on the Forum! Welcome aboard fellow Starfarer!
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes
Post by: Kayse on May 31, 2021, 05:31:20 AM
Noice. Just for everyone's information: phase fleet play probably want to use the mod; to make stealth runs.
Thanks! Phase-only fleets is the niche these ships are meant to make easier, hopefully they assist folks.

Every time I'm ready to play Starsector one more vanilla expansion mod comes along and I got to comment on it and install it  ;D

Questions:
1) Can I install it on an already in-progress campaign without Nex?
2) Does the faction still have planets and a faction profile without Nex?

These look amazing! Thank you!

Edit: I just noticed this is your first post on the Forum! Welcome aboard fellow Starfarer!

Answers:
1) It is my intent that this should work just fine without Nex/added to an in-progress campaign. The new ships might be a bit harder to find but should be around. The Ghoul, Pyre and Wight were added to the High Tech blueprint list so should be relatively easy to find/build, the others are rare blueprints so only drop by themselves at the moment. Additionally, all No Such Org ships should spawn in Tri-tachyon markets, due to the close relationship between Tri-Tachyon and NSO. The Poltergeist fighters might not spawn often without the NSO faction, but I can add them to Tri-tachyon as well for future updates.
2) The NSO planets and faction profile still spawn without Nex (just double checked).

I'm glad you like it so far and you're welcome. :) If you have any issues/bugs, please let me know.

I've been playing off and on for years, finally decides that I had something worth saying on the forums. :)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes
Post by: Arcagnello on May 31, 2021, 06:43:18 AM
Very nice! Thank you for being so thorough while constructing the mod!

Very small nitpick: I suggest you name the actual mod file No Such Org instead of Kayse Phase Ships. People might get confused when they look at their mod folders and can't find this mod, especially if they're vanilla flavour mod hoarders enjoyers like me with a mod folder that looks like this most of the time!

(https://i.imgur.com/KHo4pgX.png)

I swear on all that Ludd likes that I will eventually write some feedback about the content this mod introduces. The crowded envirorment will make it take a while tough  :P
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction
Post by: Kayse on May 31, 2021, 01:46:00 PM
Re: IonDragonX: Very good mod idea on the Sensor Array hacking, I might give it try on my next play through.

Re: Arcagnello: Good catch, I have renamed the v0.2 of the file to be a bit clearer (shouldn't break saves since the underlying ids are unchanged, but would recommend removing the old folder just to prevent the game from potentially getting confused).

Everyone: Added a combat phase ship, the light cruiser Banshee. It's not meant to be a powerhouse like the Doom (one Doom design is plenty, thank you), but rather something that can bully destroyers and smaller. It can briefly duel other cruisers, but expect to bleed armor in prolonged exchanges.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2
Post by: Arcagnello on May 31, 2021, 02:11:37 PM
Woo I am looking forward to taking that bad boy for a spin around the Sector in my future campaigns!

Edit: I've installed the mod mid-campaign and it works just fine, the Faction profile shows too but as you said the planets were not generated!
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.1
Post by: Kayse on June 03, 2021, 08:21:36 PM
Hope you enjoy it, Arcagnello. :)

Updated with a minor polish release, v0.2.1.
Grim sprite improved. The coils are actually big enough to see without a magnifying glass, engines are a smaller.
Also added Commissioned Crews support, after slight badgering from TechPriest on the Discord.
(https://i.imgur.com/IOemf4s.png)
The idea is that by standardizing the fleet around phase ships, phase ships might become marginally cheaper to maintain in supplies. Economy of scale, at a fleet level.

Might tweak the numbers if needed. Might lighten the colors if that's hard to see on other's screens.

Pushed a quick v0.2.2 to fix a spelling error. Oops.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: dcong89 on June 04, 2021, 05:14:12 AM
save crash everytime updated this mod....
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Arcagnello on June 04, 2021, 07:23:27 AM
Woo, getting this new update now :)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Kayse on June 04, 2021, 11:36:56 AM
save crash everytime updated this mod....
Hmm, I just now cleared my mod and tried it from the download link, no crashes when I started up the game, logged into a campaign nor when I saved. I don't think recreate the issue without more information.

Just to rule out some simple stuff, you should only use one layer of "No Such Org - Phase Ships" folders from the zip; depending on which tool you use to unzip the file, it might make a "No Such Org - Phase Ships\No Such Org - Phase Ships\data\..." type structure (which is too many layers for Starsector). You should be able to go from Starsector to mods to No Such Org to data, each being a single layer of files. For me, my path to the data folder is: "D:\Program Files (x86)\Fractal Softworks\Starsector\mods\No Such Org - Phase Ships\data", but it may vary for you depending on your Starsector installation directory.

Secondly, did you delete the old mod folder when you updated the mod? It might have been called "No Such Org - Phase Ships" or "Kayse Phase Ships" depending on which version you had previously.

Finally, does the crash give an error or starsector.log which might point out why it was crashing?

I'm sorry that it wasn't working for you. :/
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Kayse on June 04, 2021, 11:48:00 AM
great mod, one nitpick though

Spoiler
(https://i.gyazo.com/2ece21c20e84779e36192a8b51a8510e.png)
[close]

I think you used hue/saturation adjustment to make these, fair enough I do that too, but I recommend that you copy things like the weapon mounts and the cockpit lights to a seperate layer before doing so to make sure those don't get tinted as well
Guilty as charged on the hue/saturation adjustment. I will try to separate mounts and lights to their own layers in the future (or when I update sprites in polish patches). I'm fairly weak at sprite art, so I'm trying to learn new techniques/processes to improve. Thank you for the tip. :)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: tomatopaste on June 05, 2021, 06:41:20 PM
fyi, Ghoul, Wight and Banshee are names that are already in use by other mods, so you'll have to find unique ones yourself.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Kayse on June 05, 2021, 09:32:20 PM
fyi, Ghoul, Wight and Banshee are names that are already in use by other mods,
Thank you for letting me know (and I mean that honestly). I wasn't aware of the magic Google Sheet with all of the previously used names until just now.
so you'll have to find unique ones yourself.
With all due respect, but I really don't have to. I will avoid using vanilla ship names (of course). My ship IDs have a mod specific prefix on the ship IDs to prevent any ID collision issues (of course), if someone were to load up two mods with "Ghoul" hulls. In the real world, there were two ships HMS Vampire, two ships HMAS Vampire; good ship names get reused.

Hmm,
X-Flu (which is on the magic sheet for Ghoul) hasn't updated since 0.8.1. Plus Yui-chan on Discord is working on a Ghoul.
Neutrino Corp hasn't updated since 0.9.1 although it looks like you are taking over for the mod (congratulations and good luck!). Maybe you could have simply asked instead of ordering me to change names.
Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.

I will think on this and see if I have any better solutions. I might go with variants spellings, but don't want to commit to anything rashly and have to change course yet again.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Yunru on June 06, 2021, 01:09:47 AM
so you'll have to find unique ones yourself.
With all due respect, but I really don't have to. I will avoid using vanilla ship names (of course).
I am of a similar opine, although I do feel it also depends on a case by case basis. The more other characteristics two ships share (like tech level or hull size), the more confusing them having the same name would be.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Arcagnello on June 06, 2021, 04:05:16 AM
Briefly coming back with the new realization that the (story spoilers ahead, you've been warned)
Spoiler
Phase Bounty fleet hunting you down in the mission before the Project Ziggurat Mission takes ships from the Phase Ships pool TriTachyon can use, which ended up mostly using mod Phase Ships from both No Such Ord and other mods, which is both hilarious and potentially scary when the Doom is eventually getting rebalanced and the Vanilla Bounty Hunter fleet does not scale up to have 4 of them  ;D

Spoiler
(https://i.imgur.com/doIOieH.png)
[close]

All those Terminator drones come from the mod-introduced combat variants of both Revenants and Phantom!

A single combat screenshot:
Spoiler
(https://i.imgur.com/HAj9KIG.png)
[close]

Battle results screen:
Spoiler
(https://i.imgur.com/ZuWo5eP.png)
[close]
[close]
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: tomatopaste on June 06, 2021, 08:23:56 AM
Wasn't trying to be rude, just matter of fact. Writing long winded posts on a phone is a waste of time :P. It's common decency to use unique names even among modded ships, maybe you can come up with a more original naming scheme in the process
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: IonDragonX on June 06, 2021, 09:15:16 AM
Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.
I wouldn't worry about the fighter, since your ship is a Destroyer. And no, you don't have to change the names if you don't want to. Its just a warning about potential future drama
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
Post by: Kayse on June 06, 2021, 10:43:46 AM
Briefly coming back with the new realization that the (story spoilers ahead, you've been warned)
Spoiler
Phase Bounty fleet hunting you down in the mission before the Project Ziggurat Mission takes ships from the Phase Ships pool TriTachyon can use, which ended up mostly using mod Phase Ships from both No Such Ord and other mods, which is both hilarious and potentially scary when the Doom is eventually getting rebalanced and the Vanilla Bounty Hunter fleet does not scale up to have 4 of them  ;D

Spoiler
(https://i.imgur.com/doIOieH.png)
[close]

All those Terminator drones come from the mod-introduced combat variants of both Revenants and Phantom!

A single combat screenshot:
Spoiler
(https://i.imgur.com/HAj9KIG.png)
[close]

Battle results screen:
Spoiler
(https://i.imgur.com/ZuWo5eP.png)
[close]
[close]

Thank you for the feedback! I hope you still had fun. :)
Story spoilers:
Spoiler
Part of my intent for adding the phase ships to Tri-Tachyon pool was pay heed to the historic connection between Phase ships, Tri-Tachyon and the AI Wars. I hope that my mod ships made the Phase Bounty Hunter battle more enjoyable by adding some more variety, and being a bit less Alpha-strike focused as vanilla phase load outs. I would be interested to hear if you had any feedback on if it made the fight too easy/too hard.
[close]

Wasn't trying to be rude, just matter of fact. Writing long winded posts on a phone is a waste of time :P. It's common decency to use unique names even among modded ships, maybe you can come up with a more original naming scheme in the process
I will take your word that you aren't intending rudeness; it is possible that this is a 'separated by a common language' deal.

I'm using kit-based ships to expand a vanilla-like line of phase ships, extending the vanilla theme for phase ships (death and undead). I will stick with the theme, but thank you for sharing your opinion.

I am now aware of your concerns and am looking into solutions. :)

Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.
I wouldn't worry about the fighter, since your ship is a Destroyer. And no, you don't have to change the names if you don't want to. Its just a warning about potential future drama
Thank you. :)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
Post by: Kayse on June 06, 2021, 07:05:19 PM
Updated (v0.2.3) with new ship names:
Banshee is now Bansidhe
Wight is now Barrow
Ghoul is now Ghast

These are just display name changes, so should be save game safe.

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
Added a blueprint for all of the current NSO hulls. Also tweaked some config files to play nicer with Nexerelin random starts and if anyone does name something the same as one of my hulls.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
Post by: Arcagnello on June 06, 2021, 07:19:07 PM
Updated (v0.2.3) with new ship names:
Banshee is now Bansidhe
Wight is now Barrow
Ghoul is now Ghast

These are just display name changes, so should be save game safe.

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
Added a blueprint for all of the current NSO hulls. Also tweaked some config files to play nicer with Nexerelin random starts and if anyone does name something the same as one of my hulls.

That alternate version of the Harbi looks very interesting. I'll be sure to keep an eye out for it  ;)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
Post by: IonDragonX on June 06, 2021, 07:36:48 PM
Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
You don't need to create an entirely new ship entry for that. You can just make a kayse_harbinger_NSO.skin file in /data/hulls/skins. I typed it up for you, see below. I left in an example description line that you need to change. All the commented out code will show you how you can do other things with .skin files like change contrail colors and turret types.

Spoiler
{
    "baseHullId":"harbinger",
    "skinHullId":"kayse_harbinger_NSO",
    "hullName":"Harbinger (NSO)",
    "designation":"Phase HK Destroyer",
    "descriptionId":"harbinger",  # optional
    "descriptionPrefix":"This ship has been thoroughly overhauled by the Tri-Tachyon corporation. Tri-Tachyon compliant software patches have been installed which are fully integrated with TriPad (R) status monitoring protocols, high-spec flux conduit upgrades performed, and weapon attachment points refurbished for mounting advanced energy weapons.",
   "tags":["no_such_org_bp"],
   "tech":"No Such Org",
    "spriteName":"graphics/kayse/ships/harbinger/harbinger_NSO.png",
#    "ordnancePoints":60,
#    "baseValueMult":1.5,
    "systemId":"kayse_phase_disruptor",
    "removeWeaponSlots":[],       # ids
    "removeEngineSlots":[],       # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],       # hullmod ids
    "removeBuiltInWeapons":[],       # weapon slot ids
#    "builtInMods":[],            # vanilla harbinger already has those built in
#    "builtInWeapons":{
#    },
#    "weaponSlotChanges":{
#      "WS 001":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 002":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 003":{"type":SYNERGY},
#      "WS 004":{"type":SYNERGY},
#    },
#   "engineSlotChanges":{
#      "0":{
         #"width": 0,
             #"length": 210,
             #"angle": 210,
#             "style": "HIGH_TECH",
#      },
#      "1":{"style":"HIGH_TECH"},
#      "2":{"style":"HIGH_TECH"},
#      "3":{"style":"HIGH_TECH"},
#      "4":{"style":"HIGH_TECH"},
#      "5":{"style":"HIGH_TECH"},
#      "6":{"style":"HIGH_TECH"},
#      "7":{"style":"HIGH_TECH"},
#   },   
}

[close]
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.3
Post by: Kayse on June 06, 2021, 08:27:43 PM
That alternate version of the Harbi looks very interesting. I'll be sure to keep an eye out for it  ;)
Hope you enjoy it. :)

Added a 'new' destroyer, the Harbinger (NSO), ideal for hunting other phase ships.
You don't need to create an entirely new ship entry for that. You can just make a kayse_harbinger_NSO.skin file in /data/hulls/skins. I typed it up for you, see below. I left in an example description line that you need to change. All the commented out code will show you how you can do other things with .skin files like change contrail colors and turret types.

Spoiler
{
    "baseHullId":"harbinger",
    "skinHullId":"kayse_harbinger_NSO",
    "hullName":"Harbinger (NSO)",
    "designation":"Phase HK Destroyer",
    "descriptionId":"harbinger",  # optional
    "descriptionPrefix":"This ship has been thoroughly overhauled by the Tri-Tachyon corporation. Tri-Tachyon compliant software patches have been installed which are fully integrated with TriPad (R) status monitoring protocols, high-spec flux conduit upgrades performed, and weapon attachment points refurbished for mounting advanced energy weapons.",
   "tags":["no_such_org_bp"],
   "tech":"No Such Org",
    "spriteName":"graphics/kayse/ships/harbinger/harbinger_NSO.png",
#    "ordnancePoints":60,
#    "baseValueMult":1.5,
    "systemId":"kayse_phase_disruptor",
    "removeWeaponSlots":[],       # ids
    "removeEngineSlots":[],       # indices, as engine slots have no id in the .ship file
    "removeBuiltInMods":[],       # hullmod ids
    "removeBuiltInWeapons":[],       # weapon slot ids
#    "builtInMods":[],            # vanilla harbinger already has those built in
#    "builtInWeapons":{
#    },
#    "weaponSlotChanges":{
#      "WS 001":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 002":{
        #"angle": 0,
        #"arc": 210,
        #"mount": "TURRET",
        #"size": "SMALL",
#        "type": "ENERGY"
#      },
#      "WS 003":{"type":SYNERGY},
#      "WS 004":{"type":SYNERGY},
#    },
#   "engineSlotChanges":{
#      "0":{
         #"width": 0,
             #"length": 210,
             #"angle": 210,
#             "style": "HIGH_TECH",
#      },
#      "1":{"style":"HIGH_TECH"},
#      "2":{"style":"HIGH_TECH"},
#      "3":{"style":"HIGH_TECH"},
#      "4":{"style":"HIGH_TECH"},
#      "5":{"style":"HIGH_TECH"},
#      "6":{"style":"HIGH_TECH"},
#      "7":{"style":"HIGH_TECH"},
#   },   
}

[close]
Oh wow, thank you for spelling that out. To be honest, I made a .ship over a .skin because I knew that workflow better and wanted to get this update out tonight instead of sometime during the work week when I (maybe) had time. I appreciate you taking the time to go over it, I'll look into swapping the .skin in, in a future update. Thank you :)

Edit: Stealth update to v0.2.4 to add blueprints to Nex start and to rename the frigate yet again (this time to Ghoulie). Not bumping thread for that.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.4
Post by: dEVoRaTriX_LuX on June 07, 2021, 04:33:45 PM
DL link seems to be busted.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.4
Post by: Kayse on June 07, 2021, 04:56:06 PM
DL link seems to be busted.
Sorry about that, should be fixed now.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: Kayse on June 12, 2021, 05:36:19 PM
Update to v0.2.5: Angel of Death
Added the Azrael Phase Battlecruiser as a rare blueprint. NSO sells them sometimes, but expect to pay Paragon prices. Otherwise, you'll need to find the blueprint and make it yourself.
(https://i.imgur.com/CbgBkK5.png)
I'm relatively happy with the balance so far on them, but might tweak the numbers and ship system in the future. Currently, in AI hands with no captain, it can barely take on a SIM Conquest, sometimes an Onslaught but can't handle a Paragon/Astral. IMO, that's as it should for a 50 DP capital. It's meant as a straightforward workhorse phase capital, suitable for given to an AI captain in your fleet and not worrying about them prox-mining your ship on accident. Your mileage may vary, depending on Mod introduced weapons and adding captain skills to the mix. Hence, may tweak in the future.

Finally had the time to make the Harbinger swap to the skin, thank you IonDragonX for, basically, doing it for me. It wasn't hard, I just ran out of time/effort last weekend. :)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: IonDragonX on June 12, 2021, 06:16:22 PM
Nice capital phase ship!
Finally had the time to make the Harbinger swap to the skin, thank you IonDragonX for, basically, doing it for me. It wasn't hard, I just ran out of time/effort last weekend. :)
YW. Sometimes I help when help isn't wanted so its nice to get a TY.
BTW, the Smugglers' Tricks by Morrow (https://fractalsoftworks.com/forum/index.php?topic=21070.0) might get more exposure if you put it in the OP as a suggested utility mod.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: Kayse on June 12, 2021, 07:20:23 PM
Thanks! I had a lot of good advice (and a lot of amusing nonsense) from the Spriter_Club channel on the discord to try to make it pretty.

BTW, the Smugglers' Tricks by Morrow (https://fractalsoftworks.com/forum/index.php?topic=21070.0) might get more exposure if you put it in the OP as a suggested utility mod.
Hmm, I wanted to give it a try with my mod in a new campaign just to confirm basic compatibility before adding it to the first post, but I couldn't seem to get it working even with every other mod disabled. I've posted to the Smuggler's Trick thread to try to troubleshoot, but I think I'll hold off from adding it to my mod's first post until I can get it work first. :/

Edit: I've gotten it working now, there was a bug in Smuggler's Trick. I've fixed my local copy, but can't really share that without Morrow's approval. In the meantime, I've merely referred to your post in my first post if folks are interested. I don't really feel comfortable directly linking to a mod that I can't 100% vouch for (that it works as advertised, which it technically does not).
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: megabot on June 13, 2021, 12:43:30 AM
so i have a question: is it just me or is the phase carrier really underpowered? it only has one hangar, and costs 20 DP (in comparison that one carrier with  2 hangars has 10 Dp) a carrier is also supposed to stay away which it both does not do(and dies) while also not even having weapons to back up the phase ability. so i think maybe the way it works should be changed, considering i can install the phase fighters onto other ships as well(and that they arent't that good to begin with)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: Kayse on June 13, 2021, 06:38:42 AM
so i have a question: is it just me or is the phase carrier really underpowered? it only has one hangar, and costs 20 DP (in comparison that one carrier with  2 hangars has 10 Dp) a carrier is also supposed to stay away which it both does not do(and dies) while also not even having weapons to back up the phase ability. so i think maybe the way it works should be changed, considering i can install the phase fighters onto other ships as well(and that they arent't that good to begin with)
Great feedback, let me explain how I attempted to balance that ship.

First off, phase ships are always expensive in DP. So if you are optimizing your fleet on minimizing the DP that you need to accomplish your goals, phase ships are likely going to look bad. You're comparing the Haunt against the Condor (2 fighter bays for 10 DP) for a slow carrier. The Haunt is actually based on the Drover, which has a faster ship speed and a more carrier-concentric system. The drover is considered the best destroyer-sized vanilla carrier, so I wanted to balance against that, to make sure that the Haunt wasn't a better pure carrier than the drover.

Secondly, phase ships and carriers are normally incompatible. There are no vanilla phase carriers to compare to and the Converted Hanger hull mod specifically does not work on phase ships. That says to me that lore-wise it is very difficult (practically impossible) to have a phase carrier. The description of the Haunt ship plays into that, stating that it just doesn't work without specifically phase fighters, otherwise something REDACTED happens.

Thirdly, mechanically, the game balances carriers with time. Fighter Combat Readiness takes time to recover, fighters take time to rearm and/or rebuild. It assumes that carriers will be experiencing the battle at 100% speed. Phase ships don't. With the right skills, you can get a phase ship to experience time at 300% rate, which breaks Fighter CR and rearm time. So while the Haunt only has one fighter bay, it's fighters should recover 200% or 300% faster than normal. Plus the Reserve Deployment system allows an extra fighter in a pinch. They won't have the sheer numbers to overwhelm enemy PD for a strike, but they should have the constant drip of fighters to provide a good fighter screen for protections, plus sometimes attack vulnerable enemies.

Fourth, the Poltergeist fighters are very good, in my testing. They drop as a LPC, so I attempted to balance them against other fighters. They're basically broadswords with burst lasers (so a bit more up-front damage, great for phasing in, dropping to real space to blast and phasing back out) and a phase cloak. That phase cloak makes them tricky to whip out completely, since they can phase during Flak bursts or past the point defense arcs. In my experience testing, Poltergeists can be ruthless exploiting gaps in PD coverage or in shields, able to blast the butt off of a lone Falcon or Eagle given time and opportunity. They're expensive in OP, but the Haunt gets them for free. If you just want to field two wings of Poltergeist in a destroyer carrier, get a Drover or Condor (and optionally put Insulated Engine Assembly on it to make it somewhat stealthy).

Finally, what is my goal with the Haunt? I didn't want the Haunt to be another Alpha-strike, bomber carrier, I wanted it to be able to tag along with small phase fleets and provide them with some fighter screening. Phase ships struggle against fighters/missiles (they tend to have limited PD arcs), so it would make sense that a PHASEOPS task force would experiment with different ways to partially cover that weakness, but I didn't want to negate that weakness completely. In WW2 terms, consider them Escort Carriers, not Fleet Carriers.

Quote
a carrier is also supposed to stay away which it both does not do(and dies)
Hmm, that is concerning, the Haunt isn't a combat carrier (it does not have the COMBAT tag), so it shouldn't be charging into battle. I assume you don't have a reckless captain or non-PD weapons on it? I'll see if I can recreate that.

Thank you for your feedback and insight. Hopefully my response lets you see where I'm coming from. :)
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.6
Post by: Kayse on June 13, 2021, 07:29:34 AM
save crash everytime updated this mod....
Histidine has put out a fix mod that prevents the Phase Field hull mod from causing a save crash. It can be downloaded here.
Phase Field Save Fix 1.0 (https://www.dropbox.com/s/keiiku4xpxlji81/Phase%20Field%20Save%20Fix.zip?dl=1)

Hopefully that helps anyone who is seeing this crash.

Edit: Stealth update to v0.2.6: Removed some excess Ordnance Points from the Azrael. It was way too high and as such, didn't really gain anything from building in hullmods. It went from 300 OP to 240 OP and still feels fine. It's currently 35 OP over what the Guideline states is recommended, but that is in line with the Odyssey and Paragon (and the Guideline itself states that capitals tend to have some extra). The biggest impact is that you'll need to fit Azrael for specific goals, instead of just grabbing all of the armor and offense hullmods and maxing out flux. Can still solo a SIM Conquest, just much closer (the Azrael was on a sliver of hull). May still tweak if needed.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.6
Post by: connortron7 on June 13, 2021, 05:34:07 PM
hey just poppin in to say mausoleum and crypt names are used by the exalted (if you care about planet conflicts, not a big deal tho! just seen some confusion on discord regarding both using the name)


overall tho likin the mod!


EDIT:resolved on discord
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.6
Post by: Kayse on June 13, 2021, 06:14:12 PM
hey just poppin in to say mausoleum and crypt names are used by the exalted (if you care about planet conflicts, not a big deal tho! just seen some confusion on discord regarding both using the name)


overall tho likin the mod!
Hmm, I thought they were used by Anvil (your explicitly dead mod) based on the "Already Used Names" sheet listing the planets as Anvil Industries. I even (belatedly) checked!

Sorry, I didn't realize that you were still using them in Exalted. I can change them if you'd like, it's less fiddly than changing a ship name. :)

Thanks!


Title: Re: [0.95a] No Such Org - Phase Ship and minor faction v0.3.0
Post by: Kayse on June 20, 2021, 12:36:23 PM
NOTE: Should be save safe, but there are drastic ship changes that may cause weirdness to existing fleets. It shouldn't crash, but you might see Haunts with partial wings until those fleets disband. Buyer Beware. As always, please remove the old mod folder when installing an update.

v0.3.0: Phase Carriers
New Ships:
Ghost Cruiser-sized carrier
Necromancer Destroyer-sized Drone Tender/Combat Salvage
Maggot Torpedo Bomber
Corpse Drone

Rebalanced Ships and Misc changes:
Haunt gets two launch bays and can change the wings.
Bansidhe gets a reduction in DP from 30 to 25
New Hullmod: Phase Carrier. Built into Haunt and Ghost, it slows down launching if you use any non-NSO fighters.
New Ship system: Reanimate Salvage for the Necromancer
Reduces the frequency that TriTachyon should be uses these ships a bit.

Compatability with other mods:
Added Version Checker support.
Improved Nexerelin support for New Start mod.
Renamed the planets in the NSO star system to avoid conflicting with Anvil/Exalt. Will need a new save to see.
Updated the Test Mission and SIM list to include the new ships.

The new Ships:
Spoiler
(https://i.imgur.com/nDRjlHt.png)
Ghost: Phase Carrier

(https://i.imgur.com/oNexRav.png)
Necromancer: Combat Salvage

(https://i.imgur.com/UjSAglc.png)
Corpse: Drone (used with Necromancer)

(https://i.imgur.com/FNlfjhV.png)
Maggot: Phase Bomber
[close]
Title: Re: [0.95a] No Such Org - Phase Ship and minor faction v0.3.0
Post by: megabot on June 20, 2021, 02:11:26 PM
so umm, if I may say something, I...to be honest i feel like the phase carriesrs(at least the 20 DP thicc one i tried) are really not viable. the thing about phase ships is it allows you to relocate quickly, vent soft flux in p space, have hit and run tactics in general and have some systems that make them quite powerful, from mines to overloading a ship. however the carriers seem to have none of that, as they stay away from the combat and this do not use the expensive phase coils while still at times being hunted down because they do not move away. and the phase fighters don't seem to be all that powerful either to be honest as they have no shielding and just randomly(from what it looks like) phase in and out to just quickly die to point defense and anything, really as they are just fighters

i have no idea if i do not "play it correctly" or if it needs changing and how it is possible to change it, but right now they are kind of a let down. so yeah. please prove me wrong if i am though, i kinda am interested in using them carriers
Title: Re: [0.95a] No Such Org - Phase Ship and minor faction v0.3.0
Post by: Kayse on June 20, 2021, 06:38:59 PM
so umm, if I may say something, I...to be honest i feel like the phase carriesrs(at least the 20 DP thicc one i tried) are really not viable. the thing about phase ships is it allows you to relocate quickly, vent soft flux in p space, have hit and run tactics in general and have some systems that make them quite powerful, from mines to overloading a ship. however the carriers seem to have none of that, as they stay away from the combat and this do not use the expensive phase coils while still at times being hunted down because they do not move away. and the phase fighters don't seem to be all that powerful either to be honest as they have no shielding and just randomly(from what it looks like) phase in and out to just quickly die to point defense and anything, really as they are just fighters

i have no idea if i do not "play it correctly" or if it needs changing and how it is possible to change it, but right now they are kind of a let down. so yeah. please prove me wrong if i am though, i kinda am interested in using them carriers
No worries. I'm still trying to find the good balance point for phase carriers, so will keep an eye to see how they are preforming and may continue adjusting them.

In regards to knowing how to "play it correctly", I'm not an expert. That said, I've added the No Such Org ships to the refit simulation (and have a No Such Org Test Mission to make jumping into refit fast and easy), so you can see how things stack up yourself.

They are very artificial match ups, but I think that the carriers are at an okay place, balance wise, for now.
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: megabot on June 22, 2021, 01:37:20 PM

Quote
a carrier is also supposed to stay away which it both does not do(and dies)
Hmm, that is concerning, the Haunt isn't a combat carrier (it does not have the COMBAT tag), so it shouldn't be charging into battle. I assume you don't have a reckless captain or non-PD weapons on it? I'll see if I can recreate that.

Thank you for your feedback and insight. Hopefully my response lets you see where I'm coming from. :)

i didn't use a commander at all, that is the thing. i fought against a station I believe and...well tbh some phase ships handle quite badly in AI hands like the [redacted], tho that one is fearless i believe. usually on stations i have to go full assault because else nobody does *** but the carrier always died even before hand(also considering the station is always with shields maybe they aren't a good idea)

maybe a ridiculous idea, but what about a phase carrier that has fighters which are basically mines, aka. phase fighters with a self destruct module that damages enemies too? maybe make them smaller but faster and faster to trigger than the doom mines, with maybe more mines per hangar. just an idea tho
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: megabot on June 22, 2021, 01:38:27 PM
also, to be honest, so far the carrier does not phase out to increase the rate of redeployment. they just do their thing and then die. so the AI has multiple ways of how it is unable to use it tbh


Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: Kayse on June 22, 2021, 02:52:04 PM

Quote
a carrier is also supposed to stay away which it both does not do(and dies)
Hmm, that is concerning, the Haunt isn't a combat carrier (it does not have the COMBAT tag), so it shouldn't be charging into battle. I assume you don't have a reckless captain or non-PD weapons on it? I'll see if I can recreate that.

Thank you for your feedback and insight. Hopefully my response lets you see where I'm coming from. :)

i didn't use a commander at all, that is the thing. i fought against a station I believe and...well tbh some phase ships handle quite badly in AI hands like the [redacted], tho that one is fearless i believe. usually on stations i have to go full assault because else nobody does *** but the carrier always died even before hand(also considering the station is always with shields maybe they aren't a good idea)

maybe a ridiculous idea, but what about a phase carrier that has fighters which are basically mines, aka. phase fighters with a self destruct module that damages enemies too? maybe make them smaller but faster and faster to trigger than the doom mines, with maybe more mines per hangar. just an idea tho
I'm noticing that every so often the carrier will phase, not feel threatened by enemies (maybe because the enemies start getting over-fluxed) so decide to move closer to "hit them with their swords", the enemy recovers some flux but now the carrier is too close/too fluxed and it just doesn't know how to handle that.

Hmm, not sure if I can fix that or not.

Good idea with the smart-mine idea, probably more traditionally a built-in missile launcher than a suicide fighter (these aren't Luddics ;) ), but I haven't messed around with weapons enough to see what is possible there.

also, to be honest, so far the carrier does not phase out to increase the rate of redeployment. they just do their thing and then die. so the AI has multiple ways of how it is unable to use it tbh
That shouldn't be something that the AI does "on purpose" but rather just naturally from phasing, it should speed up local time so will recover fighters and fighter CR faster.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Deshara on June 22, 2021, 03:57:04 PM
the suicide fighters thing is literally gonna be the new hyperion's system lol as far as trying to give phase carriers some juice, I think what needs to be focused on is giving them powerful ship systems that use soft flux as a limitor. That's how vanilla makes phase ships stand out. As mentioned, part of the appeal of phasing is venting soft flux in p-space -- just think of what you can do with soft flux that would be interesting. If you have a phase carrier with a built in set of fighters (U dont get to choose what it deploys) then you could give it a special version of reserve deployment that deploys a whole second wing of fighters with timed life at a severe cost of soft flux, so the intended use of it is to phase in to an enemy ship, clowncar it and then phase away while dropping flux in p-space. Another idea is a carrier that you can choose what it deploys, with a ship system that makes it take on it's fighters flux intake as soft flux (a hullmod from moderncarriers(?) does this so i know it isnt impossible) -- a ship system that specifically benefits shield fighters, a niche that is currently unfilled. Its role is to support high tech fighters as they assault something making them effectively invulnerable against a single target until their carrier gets flux saturated then phase away to burn soft flux in safety & replace its fighters
Title: Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.5
Post by: megabot on June 27, 2021, 01:19:34 PM
Good idea with the smart-mine idea, probably more traditionally a built-in missile launcher than a suicide fighter (these aren't Luddics ;) ), but I haven't messed around with weapons enough to see what is possible there.

i thought more of fighters because for one phase planes for fighters are easier to implement both in the p space thing with flux and targeting things that as an example have their shields down or not fully open (although i know the salamander is special in that it targets the engnes so weapons might do it as well). plus i quoted fighter(i believe, i forgot what i wrote to the exact " set) because it is more like the remnant ships in that it is just an aoutonomous thing, or steered from the actual ship remotely with the pilots sitting in front of a computer
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: chaincat on June 30, 2021, 01:36:41 AM
Do you think we could see phase colossus to go with the phase phaeton? A stealthy cargo ship would lose a fair bit of functionality to accommodate the phase coils, but it would be a boon for phase explorers trying to avoid [REDACTED] and [MOD REDACTED] while salvaging and exploring, and also a boon for smugglers trying to get AI cores contraband past the Hegemony
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Deshara on June 30, 2021, 02:18:48 AM
Do you think we could see phase colossus to go with the phase phaeton? A stealthy cargo ship would lose a fair bit of functionality to accommodate the phase coils, but it would be a boon for phase explorers trying to avoid [REDACTED] and [MOD REDACTED] while salvaging and exploring, and also a boon for smugglers trying to get AI cores contraband past the Hegemony

have you found the revenant? Or do you mean capital-class phase freighter specifically?
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Kayse on June 30, 2021, 03:25:18 AM
Do you think we could see phase colossus to go with the phase phaeton? A stealthy cargo ship would lose a fair bit of functionality to accommodate the phase coils, but it would be a boon for phase explorers trying to avoid [REDACTED] and [MOD REDACTED] while salvaging and exploring, and also a boon for smugglers trying to get AI cores contraband past the Hegemony
As Deshara mentions, the vanilla Revenant is already a great phase cargo ship at Cruiser size; the No Such Org faction uses Revenants heavily for their own mass cargo transport (and sell the hull fairly commonly). For the specifically smuggler use, the Barrow is a destroyer sized hull with shielded cargo holds and decent storage size, it's meant to be a stepping stone to the Revenant or a smuggler darling.

Is there something that you're still missing that those two ships cannot provide?
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: chaincat on June 30, 2021, 01:58:23 PM
Do you think we could see phase colossus to go with the phase phaeton? A stealthy cargo ship would lose a fair bit of functionality to accommodate the phase coils, but it would be a boon for phase explorers trying to avoid [REDACTED] and [MOD REDACTED] while salvaging and exploring, and also a boon for smugglers trying to get AI cores contraband past the Hegemony
As Deshara mentions, the vanilla Revenant is already a great phase cargo ship at Cruiser size; the No Such Org faction uses Revenants heavily for their own mass cargo transport (and sell the hull fairly commonly). For the specifically smuggler use, the Barrow is a destroyer sized hull with shielded cargo holds and decent storage size, it's meant to be a stepping stone to the Revenant or a smuggler darling.

Is there something that you're still missing that those two ships cannot provide?
I guess not particularly. Just, the Revenant is very pretty resource intensive (compared to other haulers, at least) even with efficiency overhaul and exploration refit, and it flatly replaces the Pyre once you're doing larger scale smuggling or have larger cargo demands, since they have the same fuel capacity. Since you need so many revenants to meet larger cargo demands, though, you wind up with way more fuel capacity than you actually need, and the Barrow simply doesn't fill the niche due to its supply use relative to its cargo capacity compared to the revenant. Maybe a hauler with like 12 supply use and 500 cargo would be a good intermediary? Or maybe more cargo since it wouldn't be carrying as much fuel as a revenant? Or I guess it doesn't matter and we'll just keep using the revenant.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Deageon on June 30, 2021, 11:21:15 PM
So, what are the rich and lean phase tunings for? I can understand Rich increases the time dilation effect, but why would you ever use lean?
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: 5ColouredWalker on July 01, 2021, 12:17:20 AM
So, what are the rich and lean phase tunings for? I can understand Rich increases the time dilation effect, but why would you ever use lean?
I bought it to check, it grants OP.
Seems to be a static 5OP regardless of size, which is bad, but it's useful for frigates and possibly for non-combat vessels.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Kayse on July 01, 2021, 03:48:57 AM
I guess not particularly. Just, the Revenant is very pretty resource intensive (compared to other haulers, at least) even with efficiency overhaul and exploration refit, and it flatly replaces the Pyre once you're doing larger scale smuggling or have larger cargo demands, since they have the same fuel capacity. Since you need so many revenants to meet larger cargo demands, though, you wind up with way more fuel capacity than you actually need, and the Barrow simply doesn't fill the niche due to its supply use relative to its cargo capacity compared to the revenant. Maybe a hauler with like 12 supply use and 500 cargo would be a good intermediary? Or maybe more cargo since it wouldn't be carrying as much fuel as a revenant? Or I guess it doesn't matter and we'll just keep using the revenant.
Hmm, I tend to run my fleets fuel thirsty so Revenant's fuel capacity been a feature rather than a bug to me. I'll think on it, but don't want to overshadow the Revenant.

So, what are the rich and lean phase tunings for? I can understand Rich increases the time dilation effect, but why would you ever use lean?
I bought it to check, it grants OP.
Seems to be a static 5OP regardless of size, which is bad, but it's useful for frigates and possibly for non-combat vessels.
Lean Phase Tuning was originally supposed to have a mix of advantage/disadvantage but I was having trouble getting the code to work.

As it currently works, 5ColouredWalker is correct that it's basically a drawback to add to your ship for a bit of extra OP. Decreasing the time dilation also has the advantage of extending the Peak Performance Time of the ship in question, so very handy for frigates. I might tweak it in the future to make it more useful.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Deshara on July 01, 2021, 01:56:08 PM
I guess not particularly. Just, the Revenant is very pretty resource intensive (compared to other haulers, at least) even with efficiency overhaul and exploration refit, and it flatly replaces the Pyre once you're doing larger scale smuggling or have larger cargo demands, since they have the same fuel capacity. Since you need so many revenants to meet larger cargo demands, though, you wind up with way more fuel capacity than you actually need, and the Barrow simply doesn't fill the niche due to its supply use relative to its cargo capacity compared to the revenant. Maybe a hauler with like 12 supply use and 500 cargo would be a good intermediary? Or maybe more cargo since it wouldn't be carrying as much fuel as a revenant? Or I guess it doesn't matter and we'll just keep using the revenant.
Hmm, I tend to run my fleets fuel thirsty so Revenant's fuel capacity been a feature rather than a bug to me. I'll think on it, but don't want to overshadow the Revenant.

So, what are the rich and lean phase tunings for? I can understand Rich increases the time dilation effect, but why would you ever use lean?
I bought it to check, it grants OP.
Seems to be a static 5OP regardless of size, which is bad, but it's useful for frigates and possibly for non-combat vessels.
Lean Phase Tuning was originally supposed to have a mix of advantage/disadvantage but I was having trouble getting the code to work.

As it currently works, 5ColouredWalker is correct that it's basically a drawback to add to your ship for a bit of extra OP. Decreasing the time dilation also has the advantage of extending the Peak Performance Time of the ship in question, so very handy for frigates. I might tweak it in the future to make it more useful.

tbh id put a hullmod on my phase ships that removes the time dilation even if it cost OP -- as long as it costs less than hardened subsystems. I'd pay OP just to have phase ships that can last in a long fight
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: 5ColouredWalker on July 01, 2021, 10:28:51 PM
(No quotes because neatening nested quotes was breaking my eyes.)

Good point on it extending fight time with lean. I didn't consider that, makes a flat cost kinda make sense.


As for having phase ships last long in a fight. I'm using NSO mainly as support ships with a handful of combat ships supporting other ships. The Phase Sensor reduction means that when you start getting a combat fleet together you go from having a negative sensor footprint to having the sensor footprint of a handful of frigates.
I like to pretend no one can see the line of logistic ships behind a couple of cruisers.

"What Logistic ships. I have No Such ships."

Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Deshara on July 05, 2021, 12:44:59 AM
idk if this counts as a bug report but the description of the pyre implies that its got ground support package but it doesnt.
also, im sure this is bc of the name being taken by another mod but i hate the name of the ghoulie lmfao its such a cutsie name, that is almost a thematically appropriate name
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.0
Post by: Kayse on July 05, 2021, 11:09:21 AM
idk if this counts as a bug report but the description of the pyre implies that its got ground support package but it doesnt.
also, im sure this is bc of the name being taken by another mod but i hate the name of the ghoulie lmfao its such a cutsie name, that is almost a thematically appropriate name
Good catch, that is a completely valid bug report. The Pyre should have the Precision Bombardment hullmod which grants a bonus to bombardment, however it looks like the hullmod was invisible on the ship; you get the bombardment bonus, but the hullmod doesn't appear on the Refit or Codex screens. I'll have the fixed in the next update. It was a matter of having "hiddenEverywhere" true instead of "hidden" column true in the hull_mods.csv, my bad.

Yep, Ghoulie was my third choice for that ship, since the first two were 'claimed' by other mods. I'm attempting to play nice with other mods.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: Kayse on July 16, 2021, 02:13:13 PM
New Update! v0.3.1 is live and requires Magic Lib! Should be save safe.

New Stuff:
Spoiler
(https://i.imgur.com/QlD7lEm.png)
Deathknight Heavy Cruiser with Elite Armor Regeneration!

(https://i.imgur.com/snDcIyj.png)
Elite Armor Regeneration tool tip.

The base Armor Regeneration Hull Mod:
(https://i.imgur.com/bOTsQq3.png)
[close]

I want to watch a video of how the Armor Regen works (and when it doesn't):
Spoiler
https://youtu.be/bRFWQiqb9Mg
[close]
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: Deshara on July 16, 2021, 05:40:41 PM
i saw what it was, went "oh regenerating armor, cool, ive seen that in other mods tho", then watched the vid and was blown away that ive never before seen a regenerating armor where you can see that the armor is regenerating. 10/10, you've taken the gold
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: Kayse on July 16, 2021, 06:16:53 PM
i saw what it was, went "oh regenerating armor, cool, ive seen that in other mods tho", then watched the vid and was blown away that ive never before seen a regenerating armor where you can see that the armor is regenerating. 10/10, you've taken the gold
I'm glad you like it. It's is based on an armor repair hullmod by Sundog (that also showed where the armor was regenerating), so if I stand tall, it's because I stand on the shoulders of giants. :)

Thank you again to Sundog; who gave me permission to use their code as a basis for my own.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: megabot on July 28, 2021, 10:46:10 AM
i wish that this is how the armor regeneration from unusually gullible hullmods would work as well. right now it is 0.15 % per second or so across all the armor and you recieve more armor damage from kinetic and fragmentation damage with the hull mod, it feels so darn useless for purposes outside of the extra armor it provides(a flat amount and 20% iirc) which makes your armor so incredibly slow to regnerate... in comparison the hull regenerates for more per second, and it increases the more hull you have lost at the cost of decreased flux vent capacity also based on hull lost
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: Helldiver on August 06, 2021, 03:20:32 PM
I don't use this mod's faction but I do use a pair of ships from it in my build and they're great. The Dullahan is one of my favorite mod ships, I love the concept of a dedicated phase command ship and I like how it's implemented and its sprite. I have one small gripe with it though: because the small mounts use the same arcs as the original Shrike, the front right small mount can face quite far to the left/middle. It's not a problem on the Shrike but the Dullahan has its large bulbous command bridge nearby. Unlike the middle mount, the front side small mounts look receded/lower on the sprite so the front right mount aiming so far into the bridge when firing looks a little weird. I think it could have its arc tightened like the opposite mount to feel more natural.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: Deshara on August 06, 2021, 06:45:21 PM
I don't use this mod's faction but I do use a pair of ships from it in my build and they're great.

(i do this too, first thing i do in my campaigns is console command the system/faction out so its just a ship pack lol but then i dont use any faction mods so really its just a compliment to this mod for having ships so good i'll take that extra effort)
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.1
Post by: Kayse on August 07, 2021, 09:30:45 AM
I don't use this mod's faction but I do use a pair of ships from it in my build and they're great. The Dullahan is one of my favorite mod ships, I love the concept of a dedicated phase command ship and I like how it's implemented and its sprite. I have one small gripe with it though: because the small mounts use the same arcs as the original Shrike, the front right small mount can face quite far to the left/middle. It's not a problem on the Shrike but the Dullahan has its large bulbous command bridge nearby. Unlike the middle mount, the front side small mounts look receded/lower on the sprite so the front right mount aiming so far into the bridge when firing looks a little weird. I think it could have its arc tightened like the opposite mount to feel more natural.
Great feedback, I looked at the arcs and totally agree. That turret loses 20 degrees from the center side, which matches the angle and width of it's opposite mount.  You caught me just as I was pushing out a bug fix update so that change is now live.

Thank you for the kind words megabot, helldriver and Deshara! I read them even if I don't have a chance to respond (work has been busy the last two weeks). :)

Bug fix and polish update (v0.3.2):
Bug Fix: Deathknight overcrowding
Tweaking: Barrow supplies changed to 6/month (from 10/month)
Tweaking: Barrow base value changed to 42,000 (from 100,000)
Tweaking: Dullahan base value changed to 50,000 (from 40,000)
Tweaking: Ghoulie base value changed to 28,000 (from 52,000)
Tweaking: Slight narrowing of Dullahan turret arc to firing through ship.
Polishing: Improving Nusquam system generation (Probably worth stopping by the debris field for a new player). Requires a new game to see.
Polishing: Added "Phase" back to Designation of ships: Dullahan, Bansihde, Necromancer, Deathknight

Should be save game safe (let me know if I messed something up), just be aware that you need to remove the mod before installing a new copy of the mod (much like any other mod).
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
Post by: giganticats on September 28, 2021, 10:47:12 AM
is it possible to use this mod without the faction? just have the ships show up randomly instead or in shops?
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
Post by: Kayse on October 02, 2021, 07:04:54 AM
If you add the mod to a pre-existing game, it won't add the faction planet or assign any planets to the faction, but it will add most of the ships to tritachyon or high-tech ship lists. The Azreal battlecruiser will only exist as a rare_bp, so you'd have to find the blueprint and make your own, but everything else should appear on tritachyon markets sometimes. So long as you don't somehow give any planets to NSO, the faction should not exist.

If you have the mod installed and then create a new game, it will spawn the planet and faction fully.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
Post by: nDervish on October 03, 2021, 04:44:00 AM
So long as you don't somehow give any planets to NSO, the faction should not exist.
If you're using Nex and have resurgences enabled, the faction also can show up that way.

Which I was waiting for, so that they'd get a market and I could buy a good range of their ships instead of relying on salvage.  And then they showed up and decided that, for their first world, they wanted my main shipyard planet.  *sigh*  After blowing their fleet out of the sky, I found a nice class V planet, colonized it, and gave it to them instead of waiting for another resurgence event.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
Post by: Bidiguilo on November 09, 2021, 06:51:20 AM
the cannon on the grim ship looks a bit wierd
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
Post by: Darth_Pikachu on January 16, 2022, 04:41:22 AM
There seems to be a bug where Pyres are considered to be phase destroyers, and are part of the high tech package. This is causing military fleets of other factions to have tons of Pyres in them. Or at the very least specifically, Dassault Mikoyan.
Spoiler
(https://media.discordapp.net/attachments/364620211242008579/932252064266985492/screenshot012.png?width=1214&height=683)

They also greatly infest markets.
(https://media.discordapp.net/attachments/364620211242008579/932252919305232394/screenshot013.png?width=1214&height=683)
[close]
I didn't think to screenshot it, but earlier I requested a fleet, and I swear half the fleet was Pyres. I think the simple solution would be to remove Pyres from the high tech package... I don't know if others exist, but some way to have this not happen would be nice.
Title: Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
Post by: Ixzine on May 15, 2023, 04:01:15 PM
Just want to express interest in an update. Thinking about getting back into Starsector cuz of the big update, and NSO was one of my favorite faction mods because it really gave the phase skills a chance to fully shine, and let me enjoy a playstyle I normally have trouble sticking to (because most markets have 0 phase ships).

If you're busy I totally get it, I wish you success in whichever endeavors <3
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: Kayse on May 21, 2023, 07:15:01 PM
Just want to express interest in an update. Thinking about getting back into Starsector cuz of the big update, and NSO was one of my favorite faction mods because it really gave the phase skills a chance to fully shine, and let me enjoy a playstyle I normally have trouble sticking to (because most markets have 0 phase ships).

If you're busy I totally get it, I wish you success in whichever endeavors <3

Quote from: Ashford
2 quick things, first off I just wanted to say thank you so much, I absolutely love phase ships and your mod has added quite a bit of stealth fleet viability I absolutely love it.
The 2nd is more of a question, so your Grim (wolf variant) is by far one of my all time favorites not only for the sprite but the functionality. My question is though, is there a way that the ion pulse can be removed? I know you have it built in but for me personally it's my least favorite en weapon? I know how to modify the sprite but I also know there is other coding there that indicates it's built in.

Thank you so much for any info and for your wonderful mod.
Thank you both for the kind words! They were helpful in finding motivation. :)

I had some energy this weekend so I updated my mod up to v0.4.0, which should handle the changes in 0.96a and to MagicLib. I've only done limited testing in missions rather than play a full campaign but the new JAR is able to invoke MagicLib 1.0+ to display the armor repair effect still so everything else should still be working just fine.

Ashford, I added a quick 'Grime' version that is a Grim but without the built in ion pulse. It's slightly slower than a Grim and doesn't get the ordnance discount that I had baked in for the built-in weapon, but it's still fun the fly around from a quick test drive.
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: YerRob on May 23, 2023, 05:56:20 AM
Sorry to bother, but is this new update save-compatible for people who were running the previous version on 0.96?
(Speaking of which, can confirm that everything seems to work fine in a multiple hour campaign, with the previous .95 version atleast)
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: Kayse on May 23, 2023, 06:22:00 AM
Sorry to bother, but is this new update save-compatible for people who were running the previous version on 0.96?
(Speaking of which, can confirm that everything seems to work fine in a multiple hour campaign, with the previous .95 version atleast)
This should be save compatible with NSO v0.3.2, my previous release. I haven't renamed any of the internal ship/hull/object IDs, so everything should be fine as long as you have an updated version of MagicLib (v1.0 or newer) as I changed my imports from the deprecated library calls to the new calls.
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: Dadada on June 20, 2023, 08:01:22 AM
Thank you for the awesome mod, as a sucker for High Tech and Phase ships I simply luv this.
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: TheShadowSlayer_ on November 26, 2023, 12:19:32 PM
Sorry if this has been asked before, but is there any reason that the NSO hullmods aren't classified as phase hullmods in the registry? It feels really weird that they're under special but not phase.
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: Kayse on November 26, 2023, 02:59:38 PM
Sorry if this has been asked before, but is there any reason that the NSO hullmods aren't classified as phase hullmods in the registry? It feels really weird that they're under special but not phase.

Good question. The answer as to 'why' is that when I originally released the mod, there wasn't a phase category of hullmods to align with.

I'll add that to the todo list if/when I update next. :)
Title: Re: [0.96a] No Such Org - Phase ships and minor faction v0.4.0
Post by: caekdaemon on February 15, 2024, 10:27:04 AM
This is an absolutely magnificent mod, and I love it to bits. Combined with TTSC, you basically have absolutely everything that you could need for a phase only playthrough, and that gave me one of the most enjoyable experiences in Starsector that I've ever had. I even managed to conquer Chicomoztoc for Tri-Tach with this thing; clearly, the Third AI War benefited greatly from Phase technology, and the worlds of a certain mysterious branch of TT have been avenged! :D

That said, that playthrough was cut short by a certain update, and whilst I'm fairly sure that this will work in .97 with just a tweak in the config file, and more, I'm willing to give it a shot and risk a bricked save to find out, I just wanted to be sure. Is this getting an update for the latest version/is it compatible?