Fractal Softworks Forum

Starsector => Mods => Topic started by: Tecrys on June 26, 2021, 12:13:07 PM

Title: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Tecrys on June 26, 2021, 12:13:07 PM
This is
Orbital Manipulation and Maintenance
 a Mod in Development about Civilian Ships and  their unique use in and outside of Combat.


Very small update: briefly tested to be working with SS 0.96a
Features


- almost no weapon mounts, weapons are carried by drones surrounding the ships. Weapons are swappable and drones will aim at the cursor and fire on mouse click.

- "base building" in combat: some ships carry orbital platforms which they will deploy automatically at strategic points or after some time

- powerful support systems like the Anti-Graviton Wave Emitter which buffs allies with the effect of Temporal Shell

- logistics oriented campaign abilities like Algae Farms that produce supplies and fuel as long as they are part of your fleet

- Shield Drones that intercept enemy ordnance

and probably a few more

Alpha Nexerilin (https://fractalsoftworks.com/forum/index.php?topic=9175.0) only build

(https://i.imgur.com/0PqjhKe.png) (https://drive.google.com/file/d/1ITxvCsBjpIPIvGqNJzgEeJnecXDDNdYs/view?usp=sharing)
click the banner to download

Lazylib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), Graphicslib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) and Magiclib (https://fractalsoftworks.com/forum/index.php?topic=13718.0) required

Recommended mods: Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0), VicPad (https://fractalsoftworks.com/forum/index.php?topic=22346), Stellar Networks (https://fractalsoftworks.com/forum/index.php?topic=20836)




For lore and stuff check out the post right after this one


Ships of the
(https://i.imgur.com/4W47MGP.png)
Spoiler



  (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
[close]
early testing gifs
(https://i.imgur.com/RagareD.gif) (https://i.imgur.com/53vFpOJ.gif) (https://i.imgur.com/xzv64SA.gif)
P-Space Flux Conduits syphoning flux from allied ships                                                                                                       Shield Drones intercepting enemy ordnance (sometimes  ::))
(https://i.imgur.com/YkSusVg.gif)      (https://i.imgur.com/uJgjBOh.gif)
   Anti-Graviton Wave Emitter: Temporal Shell for everyone!                    a Sand Hopper deploying a Defensive Weapons Platform
[close]

Stay tuned for more information in the future!

Credits (non exhaustive and in no particular order)

Till Freitag
for his permission to let me use his art

Till Freitags ARTSTATION
https://www.artstation.com/imrahil (https://www.artstation.com/imrahil)

Wenjuinn Png
allowed me to use his art to make some portraits.

Wenjuinn Png's ARTSTATION
https://www.artstation.com/wenjuinn (https://www.artstation.com/wenjuinn)

Code
Snrasha
DeCell
briansd9
tomatopaste


Original drone weapon swap code from Arma Armatura (https://fractalsoftworks.com/forum/index.php?topic=18751.0)
Shoi

Fighters transfer flux to mothership code from Modern Carriers (https://fractalsoftworks.com/forum/index.php?topic=21569.0)
Sutopia

Proofreading
Finn

Everyone on the unoffial Starsector Discord for their invaluable advice
known issues
-no proper weapon groups for drone weapons, atm ALL WEAPONS shoot at the same time on left mouse button which might not be desirable particularly for missile slots and high flux weapons
- FIXED (a few glitches during (and sometimes permanently)special effects like jitter revealing normally hidden weapons that are used for the drone weapon swapping interface)
[close]
changelog
Patch Notes (OMM 0.8.1 - Release):
- fixed a major bug that prevented drones under control of a flagship on autopilot from firing
- updated variants
- fixed several bugs involving Orchestia
- increased hull and max flux of Orchestia
- increased max flux of Octocorallia defence platform
Patch Notes (OMM 0.8c - Release):
- basic 0.97a compatibility
Patch Notes (OMM 0.8b - Release):
- fixed Monofilament Tow Cable on Ecrevisse
- fixed Nathantia description
- increased burn speed for several ships by 1
Patch Notes (OMM 0.8a - release):
- slightly reworked Algae Farms, they will stop working in hyperspace and in systems with no normal stars
- Added Maintenance Drones to a few ships that will repair armour and hull
- Fixed a bug where drones would not fire anymore after changing flagships or turning on autopilot
- Drones will now lock the target of the mothership when pressing R
- (weapon groups, probably not) Compromise: missiles can be fired separately with middle mouse button, all other weapons fire on left click
- Mobile Algae Farming, [DONE!]
- 2 Mobile Algae Farm ships: Limnopilos (Destroyer), Macrocheira (Capital), [Macroceira still needs some work but good enough for now]
- fixed Limnopilos algae pods not showing up in refit screen, [DONE!]
- slightly polished most sprites and decos, [DONE!]
- Sesarma finally changes sprite according to logistics mod installed, [DONE!]
- added Koura experimental phase frigate, [DONE!]
- changed built-in salvage gantry to surveying equipment and high resolution Sensors on Nathatntia Capital Ship, [DONE!]
- Fixed the description and doubled effectiveness of Monofilament Tow Cable installed on Ecrevisse Heavy Manipulator, [DONE!]
- Sand Hopper renamed to Orchestia and added built-in ground support package for more versatility, [DONE!]
- new Freitag Corporation branches in Ilm, Eldfell and Nova Maxios, [DONE!]
- Most drones will now orbit their motherships in formations that can be changed by recalling/sending fighters (default z or y), [DONE!]
- Functional targeting laser, [DONE!]
- rework all variants to better fit the construction, repair and logistics theme, [DONE!]
- Freitag Corporation now allied with independents [This is a compromise so I don't have to spawn an NPC and fleets manually]
V0.16A "Star Descriptions: A New Hope" Update

- fixed the Faction blueprint package not containing any blueprints
- descriptions for everything
- algae farms actually do something now: periodically grow fuel and supply over time

V0.1A "the Integrating of the supportening™" Update

- very basic corvus campaign integration. You can now play vanilla, Nexerilin or Nexerilin Corvus mode 

V0.02A

- added Commissioned Crew support which doubles positive effects of militarized subsystems, assault and escort package
- Shield Drones no longer transfer flux to the mothership so they can actually die now and the mothership spends less time being overloaded
- Shield efficiency of all drones that still transfer flux to the mothership drastically improved. Same reason as above, spend less time overloaded
- various changes to AI behaviour
- fixed a special FX graphical glitch that revealed hidden weapons. Also base sprites like the ones on the Mjolnir will no longer float next to Nathantia

 V0.01A (Nexerilin only Alpha release)

Hotfix 1
balance:
-brought ship stats more in line with vanilla civilian ships
-adjusted all variants (no more Ion Pulsar/Sabot euipped on CIVILIAN variants for example)
-excessive battle XP bonus reduced by quite a bit (~260-300% bonus on very easy fights to ~130-160% on medium difficulty fights)
-nerfed weapon pod mobility/speed by quite a bit
-ordnance points reduced by ~5 across the board
adjusted fleet spawning:
-fleets should contain far less Nathantias and a few more militarized ships
-fleet size (number of ships) reduced by about half
-added loading screen tips
[close]
Title: Re: [0.95a] Preview Orbital Manipulation and Meintenance (OMM) Freitag Corporation
Post by: Tecrys on June 26, 2021, 12:13:19 PM
History of the Freitag Corporation

After the Second AI War with Tri-Tachyon significantly weakened, there were a lot of opportunities in the Persean Sector for smaller enterprises to grow.
Many parts of the sector lay in ashes and they had to be rebuilt. That's when a small construction firm began its rise to the top. In less than a decade
the Freitag Corporation was not only able to expand its field of expertise but also grew into a corporation that quickly
outpaced the growth of its competitors.

Fueled by increasing investments from a growing number of shareholders the corporation aggressively took over smaller ventures and was able to undercut prices on the open market.
Soon everything from hover cars to entire station modules displayed the Freitag Corporation logo but it was never quite enough to rival Tri-Tachyon.
Tri-Tachyon made sure the corporation would never grow to pose a significant threat by foreseeing their steps and buying out smaller companies and facilities before the Freitag Corporation had a chance to.
A new strategy was needed to stay in the game and so the Freitag Corporation got rid of a lot of capital in order to rebrand completely.
Sleek, never before seen designs, the highest quality materials and technology, and a premium price formed the new corporate philosophy.
The corporation supported this new approach with state-of-the-art R&D departments to branch out towards alternative and more lucrative methods of resource acquisition.

This is where the Freitag Corporation stands today.
A staple technology of the Corporation is semi-automated zero-g algae farming to fabricate cheap fuel, plastics and foodstuffs sold as high quality products to the unknowing masses in every corner of the Persean Sector.
Mobile algae farms can extend the duration of expeditions to the outer reaches of the sector by growing enough workable products to sustain more than itself, making a fleet less dependent
on nearby infrastructure. Claims that these farms thrive on biological material provided by the Corporation in the form of dead bodies found during salvage operations remain unsubstantiated.

The Freitag Corporations product line is diverse and eclectic including civilian-grade luxury small craft, racing cars,
premium after-market spaceship parts, construction drones and most profitable of all, orbital platforms and modules.
In the last year another economic mainstay emerged for the company: leasing out salvage ships and trained personnel, essentially providing for-hire assets to bolster any wealthy independent fleet or venture.
The fact that many of their personnel are highly trained and adept in the projection of force and proactive acquisition of salvage remains a point hotly contested by
the Corporation's legal department, insisting that all evidence of such only proves the Corporation's dedication to ensuring the safety of their clients and employees.


(https://i.imgur.com/4tCcZZz.png)
Salvage - synonymous with Freitag Co.                                                         

The Freitag Co. name is synonymous with many of the largest and most complex salvage operations that have taken place over the last decade.
We provide 24/7 emergency response, salvage, wreck removal and environmental care services across the sector at a moment's notice. 
Freitag Co. has an unrivaled track record responding to ships in distress, even in extremely remote locations.
We respond 24/7 from our four strategic emergency response bases in Anthozoa Station, Nova Maxios, Eldfell and Ilm.
Freitag Co. has decades of experience in carrying out demanding wreck removal projects. Freitag Co. has the advanced technology and expertise needed to handle any situation.

(https://i.imgur.com/9nDc7of.png)
                                  Freitag Ports as a Partner to Industry

Today, Freitag Co. is represented in many major ports with its own terminals, offices or long-term partners.
Thanks to our outstanding expertise in numerous branches of industry, we work with you to develop solutions to ensure
that your goods and cargo reach their destination efficiently. And this is why we invest sustainably in infrastructural and superstructural expansion.
Of course, we also organise pre- and on-carriage from or to the hinterland and provide assistance with the handling of customs formalities.

(https://i.imgur.com/9qXkaEA.png)

Researching the Future                                                                       

Freitag Co. brings a unique approach to research and development (R&D) by using a hybrid engineering model.
Our approach to the research and development service offering uses a team of full-time experienced engineers and the accredited Galatia Academy to execute
 a wide variety of projects for our customers. Our approach enables you to get research and development projects done and within your budgets.

(https://i.imgur.com/RTEZUz2.png)

Zero-G Algae Farming - an alternative Resource among the Stars

Our proprietary and very robust strains of algae can be genetically modified to have a very high sugar and starch content,
or a very high Lipid Oil content. This sugar and starch can be extracted and utilized as feedstock for Ethanol production.
The Lipid Oil can be extracted with our novel patent pending process and transesterified into Fusion Core Fuel.
Algae pose many other uses as well, such as Nutritional Supplements / Nutraceutical, Plastic, Pharmaceuticals, Cosmetics and, of course, Spatium Aquaculture.





(Fluff Section, to be continued)
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Attroc on June 27, 2021, 06:38:08 PM
This looks like its coming along great. They are acceptably creepy and good looking. I get chills staring at some of the spindly ones.
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Harpuea on June 27, 2021, 07:06:06 PM
Wow. Very unique look. They creep me out. Looks like REDACTED abominations that has evolved.
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Cyan Leader on June 28, 2021, 03:13:04 AM
I feel these designs aren't really suited for a corporation. Could be something different like bio terrorists or a rogue AI faction.
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Tecrys on June 28, 2021, 01:49:35 PM
Thanks for the positive replies so far! Really happy about that  ;D

Well, I wanted to stick to the desciptions and tasks the ships were doing in the original artworks.
Sure, the designs are organic and smooth but they look produced by someone in some way to me. In particular the mechanical parts and thrusters look rather conventional, tried and tested by some company. As a result I smelled corporate design and that's what I went with.

Also my first mod was about space monsters so I wanted to have a human (not AI, not alien or anything other) origin for my ships this time.

The exotic design can be explained away with some techno babble
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: 6chad.noirlee9 on June 28, 2021, 04:47:30 PM
is techno babble a scientific term?

i jest, nice work so far.

there are mods that have articulated limbs: arma and kingdom of terra
both creators are kind and would likely offer advice to help you get those limbs moving
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: envenger on June 29, 2021, 07:58:33 AM
about Civilian Ships and  their unique use in and outside of Combat.

I don't know man, that sounds like what an alien about to take over the Persian sector would say. Also the ships do look a bit suspicious.
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: megabot on June 29, 2021, 11:03:02 AM
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
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: megabot on June 29, 2021, 11:05:58 AM
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
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Tecrys on June 29, 2021, 11:34:59 AM
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

Thank you for your interest!
When the time is right, i will do that. Currently There is only a very early alpha version for testing. I want to make sure all planned features are doable codewise before I get into more details.

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 am sorry if I baited you a bit just to see that there is no download yet.
I will keep you up to date on the progress of OMM but let me emphasize that it is still very early in development.
There might be a way for Testers to play a preview version though  ;)
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: 6chad.noirlee9 on June 30, 2021, 05:19:52 AM
i just realized you made biomancy so my comment earlier may have been out of turn

i apologize if it was!
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: assasinwar9 on June 30, 2021, 04:46:03 PM
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!
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Tecrys on June 30, 2021, 10:31:16 PM
i just realized you made biomancy so my comment earlier may have been out of turn

i apologize if it was!
 
No offense taken. Biomancy was a long time ago and I learned a lot on how not to make mods from it   ;)

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!

Sure, you can find me on the unofficial Starsector Discord
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Tecrys on July 07, 2021, 12:57:26 AM
Updated the OP wih a list of

Features


- almost no weapon mounts, weapons are carried by drones surrounding the ships. Weapons are swappable and drones will aim at the cursor and fire on mouse click.

- "base building" in combat: some ships carry orbital platforms which they will deploy automatically at strategic points or after some time

- powerful support systems like the Anti-Graviton Wave Emitter which buffs allies with the effect of Temporal Shell

- logistics oriented campaign abilities like Algae Farms that produce supplies and fuel as long as they are part of your fleet

- Shield Drones that intercept enemy ordnance

and probably a few more
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Tecrys on July 09, 2021, 08:03:26 AM
Updated the Fluff post right after OP
Title: Re: [0.95a] Preview: Orbital Manipulation and Maintenance (OMM) Freitag Corporation
Post by: Tecrys on July 21, 2021, 10:27:05 AM
(https://i.imgur.com/HMCCSHk.gif)(https://i.imgur.com/S0x08xs.gif)(https://i.imgur.com/3R1F80a.gif)(https://i.imgur.com/E4fRNoX.gif)
[/center]
Title: Re: [0.95a] Nexerilin only Alpha release Orbital Manipulation and Maintenance
Post by: Tecrys on July 22, 2021, 03:21:46 PM
Alpha Nexerilin (https://fractalsoftworks.com/forum/index.php?topic=9175.0) only build

(https://i.imgur.com/0PqjhKe.png) (https://www.dropbox.com/s/e041zy5bm24h3ps/OMM_0.16A.zip?dl=0)
click the banner to download

Lazylib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), Graphicslib (https://fractalsoftworks.com/forum/index.php?topic=10982.0), Magiclib (https://fractalsoftworks.com/forum/index.php?topic=13718.0) and Dronelib (https://fractalsoftworks.com/forum/index.php?topic=22274.0) required

V0.1A "the Integrating of the supportening™" Update
- very basic corvus campaign integration. You can now play vanilla, Nexerilin or Nexerilin Corvus mode  :D

V0.02A
- added Commissioned Crew support which doubles positive effects of militarized subsystems, assault and escort package
- Shield Drones no longer transfer flux to the mothership so they can actually die now and the mothership spends less time being overloaded
- Shield efficiency of all drones that still transfer flux to the mothership drastically improved. Same reason as above, spend less time overloaded
- various changes to AI behaviour
- fixed a special FX graphical glitch that revealed hidden weapons. Also base sprites like the ones on the Mjolnir will no longer float next to Nathantia
Title: Re: [0.95a]OMM "the Integrating of the supportening™" Update (25.7.)
Post by: Tecrys on July 25, 2021, 09:21:23 AM
Hotfix: market generation conflict while starting a new game with other modded factions caused a crash. FIXED please redownload
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: NightfallGemini on July 26, 2021, 07:34:37 PM
liking the aesthetic a lot, Starsector needs more weird biopunk designs.
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: megabot on July 27, 2021, 11:49:19 AM
now we only need a mod that turns our ships into transformers so we can do heresy with paragons and whatever other ship we can find
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: megabot on July 28, 2021, 10:54:28 AM
i am an idiot. such a *** buffon

the mod _already does_ utilize drone lib. and here i am commenting on reddit you might do some fun stuff with drone lib...
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: megabot on July 28, 2021, 10:57:09 AM
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)
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: Tecrys on July 29, 2021, 02:04:16 AM
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)

In my tests it was still useful on frigates but I will definitely keep an eye on this shipsystem since it can easily be either too strong or too weak. Also, I will keep your suggestion in mind, thank you.

On a general note, I will take some more time with the next update. I think OMM is in a playable state for now, has enough features for players to test it and the game-breaking bugs should be ironed out. One thing is actual dronelib integration which will need quite a bit of effort and refinement of drone weapon swapping and mouse control. If everything goes well I might be able to make proper functioning wepon groups as well or at least make it possible to fire missiles/limited ammo weapons seperatly.
As stated, the current version is an alpha and a lot is going to change in the future. The indev version in the changelog lists features and updates that are already working in said indev version if you want a sneak peak of what's coming
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: Algoul on July 29, 2021, 04:21:45 AM
Its EXTRMLY interesting, first public iteretion of DronLib in practice as i understand.

Of crs ships now playing strange and literally have no even little chance against even bunch of frigates, bcs have no defense in any playble form, puny qauntity of drone deployment and have solid structure of wet paper.
But i see deepest potential in your work, ships have eyeplesure strange bio aestetics and hope my dusgusting demorlized words dont stop you, its just word of indifferent player.
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: megabot on July 29, 2021, 05:03:21 AM
question: is it intended that the systems have no descriptions yet?
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: megabot on July 29, 2021, 05:29:41 AM
so after getting myself a game start with a large carrier fleet, i have to admit, i have no idea what is going on to be honest. so apparently i can equip my drones with weapons, which honestly is a cool feature. however i did not realize that my ship actually gets all the flux from the weapons they fire. in general there is no description here, which does kind of make  me not know anything of what what does. i have abilities but do not know what they are, i do not know how to make my drones act in a different way and in general, i feel like there is a lot of everything that needs some guiding around but, well, has no form of easing you into it.

i reccomend to focus on first adding some descriptions so you know what you are dealing with and/or to focus on having a way to give the player information about how the special drones work.
Title: Re: [0.95a] OMM "the Integrating of the Supportening™" Update (25.7.)
Post by: Tecrys on July 29, 2021, 07:52:03 AM
Thank you for the feedback!

I realize holding back the update with all descriptions finished until I got some other things solved was a mistake. I will upload a minor update with said descriptions this evening (about 5-6 hours from now) should be save compatible.

I won't say much about balance until I have a better overview over all feedback.
Please do not let that discourage you from commenting here, each one is extremely helpful to me
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Tecrys on July 29, 2021, 10:03:30 AM
Update!

Star Descriptions: A New Hope
- Descriptions to everything. Special Thanks to Finn
- Basic algae farm on Limnopilos: produces 1 Supply/Fuel per day
save compatible

(https://i.imgur.com/0PqjhKe.png) (https://www.dropbox.com/s/e041zy5bm24h3ps/OMM_0.16A.zip?dl=0)
click the banner to download

Lazylib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), Graphicslib (https://fractalsoftworks.com/forum/index.php?topic=10982.0), Magiclib (https://fractalsoftworks.com/forum/index.php?topic=13718.0) and Dronelib (https://fractalsoftworks.com/forum/index.php?topic=22274.0) required
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on July 30, 2021, 06:41:49 AM
thank you for updating the mod with descriptions(and actual working blueprints sir)
if I may ask, is it intended that the salvage defender has no salvage gantry?

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

talking about descriptions, the titan's gate, or whatever the destroyed gate is named has no description either so far
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on July 30, 2021, 06:55:32 AM
on another note looking at the colony in which you start at the game start, it has aquaponics. the problem is however the planet has no condition that would make it actually produce anything
it also has pollution, extreme cold and no atmosphere, but is a station - that actually might/should be changed. other ingame stations do not have those conditions so it might be a good idea to remove them, and count it as a station for game purposes if it is not yet. i sugest adding a custom hediff that gives the option to produce food on the station without adding hazard levels, and maybe also add a hediff like "titan deconstructor" which makes the heavy industry and orbital works produce higher quality things, more things and require less materials as they are salvaging a domain era artifact. it might also be a good idea to make it bigger as currently there are more industries than there are industry slots

you can actually make the hediff also make the patrol fleets of the entire planet be stronger or spawn more fleets possibly and replace the high command with a simple patrol station or a custom variant of the high command which does not consume an industry slot. considering that the station is also there for salvage above all else i do not see why it has aquaponics to begin with to be honest

Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on July 30, 2021, 07:04:33 AM
on the note of ships, right now they are to be honest...unreliable, to say the least

using a nanthantia class hyperspace vanguard i tried messing around with the drones, and they just straight out do not work. at first one had a paladin point defence equipped on the large drone, but it spawned in witha tachyon lance. uninstalling everything and reinstalling a paladin point defence system equipped it. however i noticed that any drone with anything equipped somehow always ends up having a malfunction of the weapons of some sort. also, installing a different weapon afterwards did not really work well as it just did not have a different weapon in combat

i am gonna test some more things around, and i currently run quite a few mods so i will try it unmodded(besides this mod, nexerelin and comissioned crews and their required mods)

Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on July 30, 2021, 07:22:13 AM
so somehow, starting off with nexerelins large carrier scenario with the before mentioned ship, going into a combat simulation it once again had a tachyone lance and other things. however, somehow after a while it just...switched weapons to the paladin point defence, which is equiped on the figher on the ship. i do not know what happened there, i am now running with only the most neccesary mods

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.

so it is kind of working, but kind of not. the way the drones behave currently, namely more often than not just hang around the ship means that you do not really have the advantage that fighters have, and sometimes they are also still overloaded even  though the ship has still a lot of flux capacity left and is hanging around the minimum amount of flux which severely limits them. so that one needs working out. balance of course is not yet worked out so i will not talk about it, but so far it has promise of being interesting when the drone lib is integrated

oh and another thing so far you controll all your fighters with only one group. that one will probably need to be changed too so you fire what you want when you want if you control your own fighters

personally i will not use it for regular play troughs so far but i am sure that this mod will be great. good luck to you sir/miss, i hope i was able to help

Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Tecrys on July 30, 2021, 01:18:03 PM
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
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Algoul on July 30, 2021, 02:37:50 PM
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.
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Tecrys on July 31, 2021, 12:10:42 AM
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.

Sorry about that. I didn't take care of fleet composition of Freitag AI fleets very well. Some ships that should spawn more often like the Sand Hopper (the only pure military ship atm, you could try bringing more of these in your fleet) are way too rare. That might be a reason for being weak.
The Sand Hopper also brings a weapon platfrom into battle which can be used as a fleet anchor. You could try playing defensively around some of these weapon platforms, they are meant to be used like that.

On the other hand all those ships are civilian grade, so they should be rather weak.
In your own fleet, did you make sure all of them have militarized subsystems and Escort/Assault Package?
Are you playing with the mod commissioned crews which will double the bonus from those hullmods? If not, try doing that, it should improve combat viability.

Other than that I suggest mixing Freitag ships with actual military ships (vanilla or modded, doesn't matter)

also, installing a different weapon afterwards did not really work well as it just did not have a different weapon in combat
There 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 flux
I 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
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on July 31, 2021, 06:41:23 AM
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
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Tecrys on July 31, 2021, 08:18:55 AM
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.
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 01, 2021, 05:44:40 AM
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.

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. the freitag HQ just has the description that the ships fly around there like bloodsuckers or something and some things related to the broken gate, but no history at all, and nothing about what is going on inside the station itself.

the same actually partially applies to some ships i believe in that there is a lack of description of the ships history or use, which are usually in a many ship's description - as an example a trade ship being described as often preyed on so that it has gotten extra guns, and now is rarely engaged by pirates, or how a ship design was believed to be lost untill something happened, and what makes the ship special - such as say an EMP arc emitter, a shield and more weapons instead of a phase drive, or the fact that it is based on the "defense is the best offense" doctorine, like the molitor(or monitor?) class frigate. the ship that is there purely to defend salvage just says that salvage is life blood, but it is missing descriptions and flavor text.

an example for flavor text for that ship would as an example be "as salvage became more and more important in the persean sector the fights over it became commonplace and barely defended ships could no longer sustain themself on salvage, more likely becoming salvage themselves. a quickly cobbled together solution to that for the freitag corporation was the [ship class], which made sure that smaller pirate fleets could not for their dedicated salvagers. their effectiveness is limited but the cost and maintenance eficciency of them meant almost every civillian fleet has at least a few, though they have limited usefulness in larger engagements"

that is just an example i made in my head, it may be wrong lore wise as i do not know what the freitag corporation did(you can take and use it though, i do not mind) and i do not quite remember the ship's stats and purpose, but i feel like this would be a more fitting descripton
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 01, 2021, 06:07:01 AM
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.

the Nathantia- it costs 3 million credits, something nobody can afford untill end game, hell it is as expensive as 6 paragons! and compared to that it's usefulness is limited. and that, coupled with the description stating that it is there to discover new worlds and is the "pinacle of exploration".
not only does the ship lack description, but more importantly it lacks function. the description does not fit it, at all. it lacks storage, has no surveying equipement, or good sensors. a salvage gantry, while helping in exploration does not make it automatically good at it as it needs other things as well - else it would just be a (very expensive) salvage ship. and it is a civillian ship with horrible combat stats. given an Apogee class cruiser i would have a better exploration ship than this is, and a better combat ship, for less than a tenth of the price.

i apologise if this sounds rude, but the ships are not good balancing, function and description wise. their mainframe upling and drones do mean that the ship is interesting in a sense, but in creative mode with infinite money they lack a role, and in survival the prohibititive cost comes to it as well, so the ships are just...completely useless

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. the hyperspace vanguard class as an example does not fit it's name, as it does not have a lot to do with hyperspace, nor is a vanguard - a quick google search said a vanguard basically leads the other ships into battle, meaning it should probably be tough and possibly faster than other ships.
Wikipedia: "The vanguard (also called the advance guard) is the leading part of an advancing military formation. It has a number of functions, including seeking out the enemy and securing ground in advance of the main force."

i do not have a lot more to say, besides, well - the drone idea is nice, but the content needs an overhaul. it is in it's alpha state after all, but it might be worth considering to do some things from scratch if it is hard to see trough everything. but if it isn't then changin everything is still in order
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Tecrys on August 01, 2021, 02:45:34 PM
I don't know which descriptions you have been reading. Did you just read the short version when you mouse over and press F1? That is the only way I can make sense of your critique.
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:
(https://i.imgur.com/9hxoJ09.png)
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
https://fractalsoftworks.com/forum/index.php?topic=22142.msg333768#msg333768 (https://fractalsoftworks.com/forum/index.php?topic=22142.msg333768#msg333768)

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.
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 02, 2021, 07:05:30 AM
so i have no idea how you can post images considering i have a total of 192 KB for file attachements, but here is an imgur log of how it looks in my game
https://imgur.com/a/M0qC4S8

so the ships actually have descriptions? somehow i seem to be lacking them. i will re download the mod and see if that is fixed
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 02, 2021, 07:22:11 AM
ok so for an unknows reason, the information of the ship only exists in the codex and not the actual description. i thought that the description had all the information. guess i was wrong.

in that case i would ask to transfer more information from the codex description to the one that you get when hovering over the question mark on the ship in the fleet menu

I'll retract my points about the description then for the time being and will read trough the descriptions first then
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 02, 2021, 07:22:45 AM
on a side note, have you put the mod into the mod index yet or am i just blind and cannot find it?
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 02, 2021, 08:39:12 AM
ok so reading trough the descriptions they are actually quite good. kind of sad that i missed them before, at least i know what to search for now.

ok so the Nanthantia class for now needs something to, if i understood it correctly reduce the amount of damage the ships get trough hyperspace storms, possibly also reducing their effect on their speed and to either get surveyment equipement, a better hullmod to reduce the things needed for surveying or maybe instead have a multiplier for the reduction rather than a flat reduction. but the description is quite interesting i will admit.
as a note however, someone's time being compressed by a factor of 3 for 3 seconds means that for the player, that ship goes out of that compression in 1 second of the player's view, though 3 seconds have passed for the target ship
also, it seems to only target one ship, at least from what i have seen in the simulations, even if the ships are so close together that even a frigate would have trouble fittin in between them

the description of the accident gives me an idea though: a different design of the ship, not meant to compress it's time but to compress the actual space. this can be used for some things which I'll just list here, only as ideas
-better armor(due to it being more compact)
-regenerating armor(the armor basically being compressed in it's original form)
-crushing enemy ships(i do not know how that would work or would balance out)
-making your ship heavy without actually adding anything to it, makng it possibly better at ramming(no idea how that could be used, but maybe slow down enemy ships)
-manufacturing better kinetic/ballistic or even any ammo as it is more concentrated/heavier for more damage and/or knockback for the enemy ship(the second would mean that ships cannot get close, which can be good against ships with low range but you also cannot pursue very well). could be balanced out with flux costs/rate of fire
-maybe instead allow to give other ships a damper shield with it's ability, don't know how it would be explained though

hell, assuming that you can make ships lighter, this theoretically allows  you to move an entire station if the generator to distort the space is strong enough. not related to the pysical compression based ship but just an idea. maybe combine some ecrivesse class ships for the engines and then the Nanthantia reactor so it can be moving to begin with

as for the automated defense platform deployed by the sandhopper class, that really is an interesting idea i will admit. a sugestion i can give is maybe make hullmods that basically decide what kind of defense platform it will be, from carrier to balistic, or missile. as a side note though the fact that the platform is deployed after some time or near a point means you have little control over where and when it truly deploys. probably useful for a reinforced position but you more often than not also have to assault the enemy ships, so it's usefulness dimnishes because of that. because you cannod decide when it is deployed you can also not deploy it instantly when fleeing to hold up the enemy ships so there it is limited too tbh
reading the description of the ship now however i see that it was designed to do something else, so that is fair

the idea of the docking clamps is really cool. more logistics hull mods also means i can actually have both militarized sub systems for less maintenance by the extra cargo space hull mods and less visibility while also letting me install eficciency overhaul

small note: the algae pod class in the codex has no description. I don't know why it is there to begin with though to be honest
on the note of algae farming, one idea i would have is for the algae farms to reduce the supplies needed rather than produce their own, which would make calculation for how many more are needed easier and not enable a sort of early game supply farming strategy where you just farm algae and then sell it for money in the form of supplies. also as a note it might be better to increase the number of fuel a bit, to maybe 4 fuel per day rather than 1, though this number is based solely on the fact that supplies are consumed slower and also cost 100, compared to the 25 of the fuel. hower on the other hand fuel is consumed when in hyperspace only, though it is then consumed en masse...eh, I don't know what should be done

i do want to add though that the description of algae farm is apparently that of the drone uplink instead, and that it produces supplies and fuel even over the carrying capacity of the ships.
also, there was a hint at a bigger algae ship which apparently is not yet implemented. so, well, I'll wait and see what will happen with that one

else, so far it looks quite interesting in it's description(though some are missing, like that of the freitag corporation itself)

well, i wish you luck in improving this mod sir/miss. I do not think i have any other ideas so far, besides having later some ships be either stolen and adapted by the freitag corporation to fit it's designs or vice versa. but the priority right now is to make the current content fun, so, yeah. I'll wait to see what the future holds with this mod
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on August 09, 2021, 08:10:42 AM
apologies for asking, but how is the progress on the developement?
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: megabot on October 12, 2021, 01:02:44 PM
I'm guessing no updates on this one
Title: Re: [0.95a] OMM "Star Descriptions: A New Hope" Update (29.7.)
Post by: Aramoro on October 12, 2021, 02:36:31 PM
Damm, this mod is really complex.

Every ship has separate sprite for arms, must have some crazy movement in game.


and as far as i can tell some modular stuff(in the making?) too
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: IGdood on August 16, 2022, 09:04:53 PM
Would suggest removing the civilian tags to some of the ships.  They can go into combat.  Not very well at times but they can hold their own...sorta
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: A_Random_Dude on August 17, 2022, 08:16:44 AM
Not happening. Mod's been abandoned for over a year now.
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: ShpunkY on August 18, 2022, 09:53:24 AM
this mod is still functional right ?
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: A_Random_Dude on August 18, 2022, 10:07:33 AM
Yes, although some descriptions are missing, the ships have a tendency to drift towards the enemy like some kind of very slow ramming attempt (because of the lack of actual mounts on the ships) and what IGdood already said.
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: Lemon Cake on September 01, 2022, 12:59:43 PM
Wow! You actually translated that art really well.
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: RoquetheRogue on September 12, 2022, 07:14:21 PM
Could this mod still be used with the latest version? despite dronelib also being discontinued.
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: Supereor on December 17, 2022, 09:49:09 PM
Dang.

Both of Tecrys's mods(this and Biomancy) have some of the most unique and impressive spritework I've seen among Starsector mods, but in both cases, they never matured and became meaningful pieces of content after that stage.  It's a real shame because the artwork for both of them are incredible, and the planned features for this one sound very novel and interesting.

Oh well, at least Tecrys's Biomancy designs got absorbed into the Hivers mod.  Tecrys, if you ever read this, you did some great work here.
Title: Re: [0.95.1a] Orbital Manipulation and Maintenance
Post by: Tecrys on May 07, 2023, 09:53:09 AM
Hi guys!
Thanks for the kind words Superior and Sensor Ghost, I only edited and transformed art by much more talented people than me.
Unfortunatly trying to code actually slowly sucks the soul out of my body and makes me miserable, so when I lost support by my coder Snrasha (My man, I owe you so much in regards to this mod. Thank you)I was unable to support or develop OMM anymore.

I was able to make a quick update for Starsector 0.96a. No longer needs Dronelib.
No content changes except for some portraits by Kingdom Death concept artist Wenjuinn Png.

Thank you guys so much for stopping by!
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: Tecrys on May 11, 2023, 11:29:19 AM
Let me know if you encounter bugs and such  :)
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: TalRaziid on May 14, 2023, 10:04:09 PM
Do these show up in markets at all?
Also! The Freitag Corp. blueprint doesn't include any blueprints in it!
EDIT: the description for the tow cable on the Ecrevisse-class is borked.
EDIT: the smaller algae farm doesnt have the algae bit on the back when i spawned one in. Is the Macrocheira not in the game as well? its not in the ship list
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: Tecrys on May 14, 2023, 10:52:05 PM
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.
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: TalRaziid on May 14, 2023, 10:59:17 PM
Freitag HQ is located in Valhalla
Is 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]
Huh, didn't know that was a vanilla thing. Do you know what other ships have it?
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: Tecrys on May 15, 2023, 06:39:33 AM
Quote
Is it it's own market?
Yes. Also you can take a commission there and get access to military market with enough rep.
Quote
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.
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: TalRaziid on May 15, 2023, 09:56:21 AM
Quote
Is it it's own market?
Yes. Also you can take a commission there and get access to military market with enough rep.
Quote
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!
Also, the algae tender doesnt have an algae pod; also, the capital ship with the algae pod things isnt in game?
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: Tecrys on May 15, 2023, 10:44:20 AM
Both algae carrying ships are very much work in progress, Macrocheira isn't in at all, yet
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: TalRaziid on May 15, 2023, 02:15:19 PM
Both algae carrying ships are very much work in progress, Macrocheira isn't in at all, yet
Gotcha, thanks!
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: Tecrys on May 16, 2023, 08:35:22 AM
Quick update
- Fixed an NPE that happened when Freitag ships get their shields reduced to 10° (Shield Shunt for example)
- Shield Drones are much more effective in stats and behaviour. Consequently Euphausia and Nathantia have had their shields reduced to 10°
- Sand Hopper got its jump system back (it can jump a short distance over ships)
- fixed the faction blueprint to actually include blueprints
- changed around a lot of drone weapon slots for less missile spamability and more ballistic weapon opportunities
- includes first draft of a new ship (Koura frigate, not in campaign yet)
- removed the targeting laser until it's fixed
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: Tecrys on August 04, 2023, 10:50:55 AM
Huge update coming soon:
Patch Notes (OMM 0.8a - Release):
- (weapon groups, probably not) Compromise: missiles can be fired separately with middle mouse button, all other weapons fire on left click
- Mobile Algae Farming, [DONE!]
- 2 Mobile Algae Farm ships: Limnopilos (Destroyer), Macrocheira (Capital), [Macroceira still needs some work but good enough for now]
- fixed Limnopilos algae pods not showing up in refit screen, [DONE!]
- slightly polished most sprites and decos, [DONE!]
- Sesarma finally changes sprite according to logistics mod installed, [DONE!]
- added Koura experimental phase frigate, [DONE!]
- changed built-in salvage gantry to surveying equipment and high resolution Sensors on Nathatntia Capital Ship, [DONE!]
- Fixed the description and doubled effectiveness of Monofilament Tow Cable installed on Ecrevisse Heavy Manipulator, [DONE!]
- Sand Hopper renamed to Orchestia and added built-in ground support package for more versatility, [DONE!]
- new Freitag Corporation branches in Ilm, Eldfell and Nova Maxios, [DONE!]
- Most drones will now orbit their motherships in formations that can be changed by recalling/sending fighters (default z or y), [DONE!]
- Functional targeting laser, [DONE!]
- rework all variants to better fit the construction, repair and logistics theme, [DONE!]
- Freitag Corporation now allied with independents [This is a compromise so I don't have to spawn an NPC and fleets manually]
{- Freitag HQ is now aligned with independents (as it should be), [Cancelled]}
{- (New NPC in Freitag HQ to do typical faction stuff) idk if I can code that, [Cancelled]}
Title: Re: [0.96a] Orbital Manipulation and Maintenance
Post by: LordKhorne on August 07, 2023, 01:22:54 PM
congratulations on making from the modding page to the mods page.
Title: Re: [0.96a] Orbital Manipulation and Maintenance (updated August 23)
Post by: Derelict_Surveyor on August 12, 2023, 03:44:41 PM
Echoing similar sentiments, congrats and reaching the Mod Index!

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.
Title: Re: [0.96a] Orbital Manipulation and Maintenance (updated August 23)
Post by: Supreme stone gamer on August 16, 2023, 04:19:35 AM
why does the ship say critical malfunctions for the drones that are in the loadout menu? like they dont work
Title: Re: [0.96a] Orbital Manipulation and Maintenance (updated August 23)
Post by: Tecrys on August 17, 2023, 02:46:57 AM
I uploaded a hotfix that is save compatible with the initial release of 0.8a. Fixed an NPE involving algae farms.

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 work
That 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 Nexerelin
The mod actually started as a Nex only faction. You can play as or against Freitag Corporation if you wish.
Or am I misunderstanding your post and you mean something else?

Just to be clear, I'm taking a break from OMM to continue work on BGE remake aka Symbiotic Void Creatures but I will always try to kepp the mod free of bugs and game-breaking crashes. Please let me know if you find any
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: w00d on August 18, 2023, 12:21:50 AM
+1 praying for addition to Nexerelin
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Nim_Spork on August 25, 2023, 05:16:07 AM
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.

Spoiler
163397 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at tecrys.data.scripts.hullmods.omm_algaefarm.advanceInCampaign(omm_algaefarm.java:63)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Tecrys on August 29, 2023, 02:36:51 PM
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
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: alaricdragon on September 03, 2023, 11:38:07 AM
hey,
i think this is a issue in your mod? i went into a moded system with no planets or stars in it, and this happened:
Spoiler
5520024 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at tecrys.data.scripts.hullmods.omm_algaefarm.advanceInCampaign(omm_algaefarm.java:63)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
please tell me if i got the wrong guy, and ill continue to look for the person to give this crash to.
hope you have yourself a good day
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Tecrys on September 04, 2023, 01:47:37 AM
hey,
i think this is a issue in your mod?
snip

You are not on the latest version of the mod, this bug is fixed already. To make it easy, download this and replace the .jar in the jar folder of the mod:
https://drive.google.com/file/d/1Gh3AOIY4UfgFc3m-5s_nf9_nu9-J-Djx/view?usp=sharing
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Euripides on September 07, 2023, 01:07:23 PM
In the Nathantia description it says,
"An Engineer confused a mathematical operator(Nott sure what this means?) ..."

I'm assuming this is a translated description from somewhere. A mathematical operator refers to things like multiply, divide, add, subtract (among others). It sounds like the author may have misunderstood the meaning of the sentence as a ship engineer confusing a person who operates math, rather than an engineer who used the wrong operator in an equation.
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Tecrys on September 08, 2023, 12:57:33 PM
Thanks for letting me know, I think I forgot to delete some annotations by my proof reader.
I will fix it when I return to modding from my AC6/gaming break
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Tecrys on September 13, 2023, 10:05:00 AM
Shameless self promotion:
SVC (BGE remake) is out!
https://fractalsoftworks.com/forum/index.php?topic=28010.0
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: IGdood on October 06, 2023, 07:57:28 PM
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 combat
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Tecrys on October 08, 2023, 01:06:13 AM
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 combat
Hi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: IGdood on October 08, 2023, 09:17:09 AM
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 combat
Hi! Every Freitag ship with the civ tag is balanced around and has enough OP to easily include militarized subsystems

Sorry what I meant was the civilian tag makes it that even when I click "deploy all" it excludes freitag ships even if they have militarized subsystems installed
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: RaymondLuxuryYacht on November 03, 2023, 01:12:50 PM
I think i'm either having an issue with Monofilament Cables or i'm not understanding completely how they work but they aren't boosting my slowest ships (Purcellaryas from UAF) which are at burn 7. The rest of the fleet is at 8 or faster even my Atlases are at 9 through Exploration Refit hullmods and the skill that boosts civ grade hulls.

Am i doing something wrong? Does it boost based on base speed instead of actual speed?

I'm very confused.

EDIT: Ok i did a bit of digging by myself and apparently the script for the hullmod was named omm_TowCable while both the ship and hullmod.csv files called for a file named omm_tow_cable. I renamed it but i don't have any more time to test it however i'm fairly positive this was causing the problem.

EDIT: Update, it wasn't the problem. It still doesn't want to work. Help.
Title: Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
Post by: Tecrys on November 16, 2023, 11:21:52 AM
I think i'm either having an issue with Monofilament Cables ... *snip

Thanks for letting me know, I'll look into it. In the meantime just get a tug. Update will take time, currently taking a break from modding
(I was slowly going insane in the modding mines, AHHHHHHHAAAHH!)
Title: Re: [0.96a] Orbital Manipulation and Maintenance 0.8b
Post by: Tecrys on November 19, 2023, 01:55:38 AM
OMM 0.8b release:
- fixed Monofilament Tow Cable
- fixed Nathantia description
- increased burn speed for several ships by 1
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
Post by: IGdood on March 05, 2024, 03:36:22 PM
Not sure if something changed with the new update in terms of AI behavior but the AI no longer uses the weapons on the probes and drones.  Missiles occasionally, but it won't fire other weaponry. 
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
Post by: Tecrys on March 06, 2024, 01:01:24 AM
I am sorry but I cannot reproduce this behaviour on my end. All ships and drones behave as intended and as they did in 0.96a.
Edit: I looked into the issue a bit deeper and it turns out that the drones from the player ship will not fire if it is on autopilot. It is a weird edge case, so it took me some time to find it. I will try to fix it for next release.
In the meantime don't use Freitag ships as flagships on autopilot to avoid the issue.

Thank you for reporting it! Bug reports and feedback are always welcome!

On a different note, does anyone actually use Freitag ships as flagships and controls them in battle? If so what are your oppinions on how they play?
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
Post by: IGdood on March 06, 2024, 08:21:59 AM
Ah got it, I won't use as flagship from here on out!  For now anyways.

I tend to play healer/mage in RPGs and the Freitag ships perform best behind the front line sneaking in a potshot here and there.  The shields can hold up to enemy fire somewhat but they're not meant for the frontline.  Abilities best used to support the front liners.  Even though the drones can be used as direct fire weaponry they can also act as a "fighter" screen like a carrier with the right angling and eat a reaper or two
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
Post by: Tecrys on March 06, 2024, 09:03:37 AM
I love that you see them that way! That is pretty much what I designed them for. <3

Edit: The issue is fixed along with a few other things.

Patch Notes (OMM 0.8.1 - Release):
- fixed a major bug that prevented drones under control of a flagship on autopilot from firing
- updated variants
- fixed several bugs involving Orchestia
- increased hull and max flux of Orchestia
- increased max flux of Octocorallia defence platform
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Phalamy on March 24, 2024, 02:31:27 PM
You should reeeeally make it so missiles fired by a ships uplink drones can't hit their mothership. Because of how the drones tend to be positioned, any missile spinning out will 99% of the time instantly hit the mothership.
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Troika on March 26, 2024, 12:02:55 AM
The AI doesn't seem to know how to use the gun drones very well. It often seems to not fire at all.
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: McShrimple on April 02, 2024, 08:21:46 AM
I can't change weapon on my drone when i change it in refit screen. It still use the weapon before i refitting it
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Tecrys on April 03, 2024, 08:20:03 AM
I can't change weapon on my drone when i change it in refit screen. It still use the weapon before i refitting it
It takes up to 20 seconds for the drones to change to their correct weapons.

I know the mod has a few rough edges which I am unable to change without the help of a real good coder who can make sense of my cobbled together spaghetti code.
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: xenapan on April 06, 2024, 11:16:21 AM
on 0.97 -rc11 and getting this error  on steamdeck when trying to run your mod. Not sure why it references a bunch of disabled mods but most of those are disabled, the actual list of enabled mods that work without yours is below the error:
73978 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/ships/Sesarma/omm_Sesarma00.png] resource, not found in [/home/deck/Games/starsector/./mods/Autosave,/home/deck/Games/starsector/./mods/CaptainsLog,/home/deck/Games/starsector/./mods/Combat-Activators-v1.1.2,/home/deck/Games/starsector/./mods/HMI,/home/deck/Games/starsector/./mods/Industrial.Evolution3.3.e,/home/deck/Games/starsector/./mods/Larger Zoom Out,/home/deck/Games/starsector/./mods/LazyLib,/home/deck/Games/starsector/./mods/Logistics Notifications,/home/deck/Games/starsector/./mods/LunaLib,/home/deck/Games/starsector/./mods/MagicLib,/home/deck/Games/starsector/./mods/MoreMilitaryMissions,/home/deck/Games/starsector/./mods/Nexerelin,/home/deck/Games/starsector/./mods/Objects Analysis 002,/home/deck/Games/starsector/./mods/OrbitalManipulation&Maintenance,/home/deck/Games/starsector/./mods/QoLPack,/home/deck/Games/starsector/./mods/Random-Assortment-of-Things,/home/deck/Games/starsector/./mods/Ship and Weapon Pack,/home/deck/Games/starsector/./mods/Special Hullmod Upgrades,/home/deck/Games/starsector/./mods/SpeedUp,/home/deck/Games/starsector/./mods/Starship Legends,/home/deck/Games/starsector/./mods/stelnet,/home/deck/Games/starsector/./mods/Tri-Tac Special Circumstances 0.9,/home/deck/Games/starsector/./mods/UAF,/home/deck/Games/starsector/./mods/Which-Industry,/home/deck/Games/starsector/./mods/XhanEmpire,/home/deck/Games/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/Sesarma/omm_Sesarma00.png] resource, not found in [/home/deck/Games/starsector/./mods/Autosave,/home/deck/Games/starsector/./mods/CaptainsLog,/home/deck/Games/starsector/./mods/Combat-Activators-v1.1.2,/home/deck/Games/starsector/./mods/HMI,/home/deck/Games/starsector/./mods/Industrial.Evolution3.3.e,/home/deck/Games/starsector/./mods/Larger Zoom Out,/home/deck/Games/starsector/./mods/LazyLib,/home/deck/Games/starsector/./mods/Logistics Notifications,/home/deck/Games/starsector/./mods/LunaLib,/home/deck/Games/starsector/./mods/MagicLib,/home/deck/Games/starsector/./mods/MoreMilitaryMissions,/home/deck/Games/starsector/./mods/Nexerelin,/home/deck/Games/starsector/./mods/Objects Analysis 002,/home/deck/Games/starsector/./mods/OrbitalManipulation&Maintenance,/home/deck/Games/starsector/./mods/QoLPack,/home/deck/Games/starsector/./mods/Random-Assortment-of-Things,/home/deck/Games/starsector/./mods/Ship and Weapon Pack,/home/deck/Games/starsector/./mods/Special Hullmod Upgrades,/home/deck/Games/starsector/./mods/SpeedUp,/home/deck/Games/starsector/./mods/Starship Legends,/home/deck/Games/starsector/./mods/stelnet,/home/deck/Games/starsector/./mods/Tri-Tac Special Circumstances 0.9,/home/deck/Games/starsector/./mods/UAF,/home/deck/Games/starsector/./mods/Which-Industry,/home/deck/Games/starsector/./mods/XhanEmpire,/home/deck/Games/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]

Enabled modlist that works WITHOUT your mod enabled Autosave,captians log, combat activators, hazard mining inc, larger zoom out,  lazy lib, logistic notifications, lunalib, magiclib, moremilitarymissions, nex, objectanalysis002, qolpack , RAT, speedup, stellarnetworks, whichindustry, graphicslib.

It's giving me that error loading into star sector after choosing mods, start starsector. without your mod it runs to start screen, with your mod it crashes out before it gets there.
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Tecrys on April 07, 2024, 02:43:32 AM
Looks like it didn't install correctly, missing .png file. Please delete the OMM mod folder, download and install it again.
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Maelstrom on April 15, 2024, 11:36:56 PM
theres a few ships in the mod that you should reduce the price of and its the ones that have a pricetag in the millions, just remove a 0 and it should be good. Yeah it makes them hard to buy and their algea farm hullmod is really good for exploring but the thing is that you can easily salvage them anyways so there is little incentive to buy them.
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Tecrys on April 19, 2024, 04:29:55 AM
Hmm, you're right about that. Let me make the ships unsalvagable due to some kind of advanced copyright protection method for the next update.
I shoulda thought about that earlier
Title: Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
Post by: Wyrdean on April 20, 2024, 12:58:53 AM
Is there a reason why this mod isn't on the main mod index?