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!
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.
great mod, one nitpick thoughGuilty 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. :)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
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.
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.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).
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
Briefly coming back with the new realization that the (story spoilers ahead, you've been warned)SpoilerPhase 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 ;DSpoiler(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]
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 processI will take your word that you aren't intending rudeness; it is possible that this is a 'separated by a common language' deal.
Thank you. :)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
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.
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.
That alternate version of the Harbi looks very interesting. I'll be sure to keep an eye out for it ;)Hope you enjoy it. :)
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 :)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]
DL link seems to be busted.Sorry about that, should be fixed now.
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.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.
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.
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.
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.
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)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!
overall tho likin the mod!
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 fightersNo 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.
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
Quotea 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'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.Quotea 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
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 tbhThat 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.
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.
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 getAI corescontraband past the Hegemony
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 getAs 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.AI corescontraband past the Hegemony
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.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 getAs 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.AI corescontraband past the Hegemony
Is there something that you're still missing that those two ships cannot provide?
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.
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.
Lean Phase Tuning was originally supposed to have a mix of advantage/disadvantage but I was having trouble getting the code to work.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.
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.Lean Phase Tuning was originally supposed to have a mix of advantage/disadvantage but I was having trouble getting the code to work.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.
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.
idk if this counts as a bug report but the description of the pyre implies that its got ground support package but it doesnt.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.
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
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 goldI'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. :)
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 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.
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.
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
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.Thank you both for the kind words! They were helpful in finding motivation. :)
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.
Sorry to bother, but is this new update save-compatible for people who were running the previous version on 0.96?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.
(Speaking of which, can confirm that everything seems to work fine in a multiple hour campaign, with the previous .95 version atleast)
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.