(https://i.imgur.com/q7Fk4d9.png)(https://i.imgur.com/FNW4fx5.png) CLASSIFIED | (https://i.imgur.com/gwMVueC.png) Frigate Crevette Mobile Welder | (https://i.imgur.com/tl6gsXh.png) Destroyer Ecrevisse Heavy Manipulator |
(https://i.imgur.com/Z1kl5Id.png) Destroyer Sand Hopper Salvage Field Defender | (https://i.imgur.com/0vpxy9K.png) Destroyer Limnopilos Algae Host | (https://i.imgur.com/ixG2ORR.png) Cruiser Sesarma Modular Cargo/Fuel/Personnel Courier |
(https://i.imgur.com/5ns7MEe.png) Cruiser Euphausia Orbital Repair Unit | (https://i.imgur.com/S3TXoJ6.png) Capital Macrocheira Mobile Algae Farm | (https://i.imgur.com/tu7AUax.png) Capital Nathantia Hyperspace Vanguard |
about Civilian Ships and their unique use in and outside of Combat.
so umm, if I may ask, can you add more to the content so that we can know what it actually all does rather than a few examples? because i am not sure what some of the things do, and how to get them etc. from glance
wait, i just realized, could it be that this mod cannot be downloaded yet? oh well, i guess i will wait till it'S done then
i just realized you made biomancy so my comment earlier may have been out of turn
i apologize if it was!
hello! i would love to help test etc! i must say im looking forward to this mod alot, and have a few questions on the graphics etc, would prefer to discuss it on discord if possible, but its completely up to you of course!
liking the aesthetic a lot, Starsector needs more weird biopunk designs.Glad you like it! More of it by the original artist over here: https://www.artstation.com/imrahil
the mod _already does_ utilize drone lib. and here i am commenting on reddit you might do some fun stuff with drone lib...Not quite actually. I laid the groundwork and I am planning on using dronelib but so far I was not able to take full advantage of it. I still put it in the description so players won't download an update one day and then wonder why it's not working cause suddenly Dronelib is required.
anyways, as a side note, this, esentially temporal field for allies, you might wanna change it if it does not scale with size
what i mean is if it applies universally to anyone then it is completely useless on a frigate but always needed for say a paragon. so perhaps the duration might scale with deployment cost(deployment cost specifically so later on if you have junker ships they will be able to do things for longer. right now it is recovery cost anywqays)
also as a note, it might be a good idea to team up with someone who is good at writing. apologies if i am wrong, but i would assume you are japanese or korean or something and used google translate to make the descriptions(or maybe it was just a quick description). either way, by having someone translate or write the descriptions of the ships and game things you could both possibly have a higher quality of descriptions and more time to program. it is of course okay if you do not do that, it is your mod after all
Ok i play little more.
Its all wanderfull, but where serious problem - ship dont have systems to support they passive roles. Enemies seek not drones - they seek main target and this pseudo carriers cannot stand even little agression. Almost zero armor, weak energie pool, no methods to redirect agro or tank it. They cannot push enemies by fireforce - they dont have it, its literally weakest ships in game - and no compensation for they weakness.
Its outstanding design - but for more then 15 hour of play with this faction i honestly have no idea how to survive with this fleet or save faction from grim destiny to be eaten by major factions.
also, installing a different weapon afterwards did not really work well as it just did not have a different weapon in combatThere are some limitations with weapon swapping on drones I have to work around. The drones will start with "the wrong" weapons and refit within 20 seconds to swap to the correct weapon loadout. That is what you are seeing when this happens:
after a bit more testing, what appears to be happening is that the drones go into the ship to be what is usually being rearmed. however when they come out they seem to be replaced by the correct variant. i do not know why that is happening but that is essentially what went on.
and sometimes they are also still overloaded even though the ship has still a lot of fluxI could not reproduce the weapon malfunctions or overload you mentioned. The "Weapon Malfunction" floaty you see at the start of combat is from the weapons used as an interface that need to be disabled and made invisible. The whole weapon changing on fighters/drones is a bit hacky since it is not really supported by vanilla and a few such glitches will be visible unfortunatly.
if I may ask, is it intended that the salvage defender has no salvage gantry?Yes, that is intended. It is a military ship supposed to defend other ships that have a salvage gantry and in order to do so it carries a defensive weapons platform. For example Crevette, Euphausia and Nathantia, which all have salvage gantries
also as a note, it might be a good idea to team up with someone who is good at writing. apologies if i am wrong, but i would assume you are japanese or korean or something and used google translate to make the descriptions(or maybe it was just a quick description). either way, by having someone translate or write the descriptions of the ships and game things you could both possibly have a higher quality of descriptions and more time to program. it is of course okay if you do not do that, it is your mod after all
I'm quite shocked by this comment since proofreading and improving my descriptions was done by someone who studied english literature. Neither of us is asian. Google translate isn't involved either.
I'm checking all descriptions to see what went wrong. Maybe I made mistakes when I copy/pasted them or something
ah, i apologise then. the thing is just that some of the descriptions are either lackluster or...weird. it felt like the descriptions are supposed to have a certain meaning that however got lost during translation, such as that of the corporation's headquarters
ah, i apologise then. the thing is just that some of the descriptions are either lackluster or...weird. it felt like the descriptions are supposed to have a certain meaning that however got lost during translation, such as that of the corporation's headquarters
Apart from the one for Anthozoa station, would you mind being more specific on which ones are weird, lackluster or their meaning got lost in translation?
That would be very helpful to me.
Sure, I am not a native speaker but I was kinda proud of some of those descriptions and I would really like to know how and where they don't hold up so I can improve them.
I'm used to reading english books and watch english tv shows/series so I'm really asking myself how I screwed up with these descriptions.
so actually reading the description again, it is completely unrelated to the ship itself. it just states that the freitag corporation is employed for haresting, but - that's it. no actual mention of the ship in there. even if the class already says it the descriptions should also state what it does, except not just in a title but more thoroughly. it does not have to be an entire book, but at least a sentence is needed, and more if it is very special.(https://i.imgur.com/spo3vCM.png)
the ship that is there purely to defend salvage just says that salvage is life blood, but it is missing descriptions and flavor text.(https://i.imgur.com/9Y6NURi.png)
i do not know if you have a general faction design idea - the current one seems to be civillian ships - but it might be good to first give most your ships a civillian role, then make them able to do something in combat with systems that complement the civillian nature(if you have a salvage carrier then you could say that it uses salvage drones, which you might even just make as a new entity and give to the ship). and then a description about the ship's function can be made, from battle to exploration and trade, with an added part of it's history. the name(ship class) should complement that.All of them have roles, function and history. Example:
to be honest i do not remember, but specifically with the home base i feel like the writing does not fit starsector, in my opinion. specifically, each world by any faction usually has a description of it's history or current situation, political or otherwise.It's not on the station, I admit that but I did a ton of flavour and lore
the Nathantia- it costs 3 million credits, something nobody can afford untill end game, hell it is as expensive as 6 paragons!Freitag Corporation is a luxury brand and you pay a premium for their ships. I clearly state that in several descriptions and on the mod thread. You pay about 3-4 times the normal amount on Freitag ships to reflect that.
Do these show up in markets at all?Freitag HQ is located in Valhalla
Also! The Freitag Corp. blueprint doesn't include any blueprints in it!I'll fix that for next release. I exhumed this after almost 2 years so it's hard to check for everything I did wrong back than.
EDIT: the description for the tow cable on the Ecrevisse-class is borked.That is a vanilla hullmod, might wanna tell Alex about it.
Freitag HQ is located in ValhallaIs it it's own market?
EDIT: the description for the tow cable on the Ecrevisse-class is borked.That is a vanilla hullmod, might wanna tell Alex about it.[/quote]
Is it it's own market?Yes. Also you can take a commission there and get access to military market with enough rep.
Huh, didn't know that was a vanilla thing. Do you know what other ships have it?The Ox used to have it. Got changed at some point to a very similar hullmod.
Neat!QuoteIs it it's own market?Yes. Also you can take a commission there and get access to military market with enough rep.QuoteHuh, didn't know that was a vanilla thing. Do you know what other ships have it?The Ox used to have it. Got changed at some point to a very similar hullmod.
Both algae carrying ships are very much work in progress, Macrocheira isn't in at all, yetGotcha, thanks!
Now, enjoying the update, but I just wanted to ask if the faction description will be added, since on my end, it's still has the placeholder text if no description is present.Thanks for letting me know. I'll fix that in a later update. Currently focused on something else.
why does the ship say critical malfunctions for the drones that are in the loadout menu? like they dont workThat is normal. The whole drone weapon swapping involves some minor hacking. Unfortunately I wasn't able to suppress that critical malfuncion floating text. You can just ignore it.
+1 praying for addition to NexerelinThe mod actually started as a Nex only faction. You can play as or against Freitag Corporation if you wish.
There's an NPE when entering wierd custom systems without stars (like the tradeposts from Epta Consortium, or a certain location in the Galatia questline) with the Mobile Algae Farm hullmod.This bug is fixed in latest version. Please re-download the mod
hey,
i think this is a issue in your mod?
snip
For the Nathantia maybe consider removing the civilian tag. It's pretty battle capable in the right circumstances and I enjoy deploying it with the rest of my fleet in combatHi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems
For the Nathantia maybe consider removing the civilian tag. It's pretty battle capable in the right circumstances and I enjoy deploying it with the rest of my fleet in combatHi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems
I think i'm either having an issue with Monofilament Cables ... *snip
I can't change weapon on my drone when i change it in refit screen. It still use the weapon before i refitting itIt takes up to 20 seconds for the drones to change to their correct weapons.