Fractal Softworks Forum

Starsector => Mods => Topic started by: Dibuk on June 20, 2011, 09:42:41 AM

Title: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Dibuk on June 20, 2011, 09:42:41 AM
(http://filesmelt.com/dl/nilart.png)
Newest  --> HERE <-- (https://www.dropbox.com/s/cw6i0e4td3dhjtt/nihil%200.98.zip?dl=1)



############INCOMMING MESSAGE############

(http://i54.tinypic.com/14d3ps3.jpg)

Captain.

We have just decoded a message from a gateway exploration team that was reported missing months ago. I have to say that all the data was quite corrupted when we got it but you can now view a LCF of the supposed battle, noone but you are to see this until further notice from higher up. I need not say how serious this is, as you can see in the picure above.
   You'll have to Download the full report (https://www.dropbox.com/s/cw6i0e4td3dhjtt/nihil%200.98.zip?dl=1) to your terminal, we have technical problems in the D€codin# Lab %t s&%ms to ha¤((#(""12#/d1e"&"772OOoooooooo


¤w&#e###$s##END OF MESSAGE##e#%e&y#%ou#


Instructions
1. click the link in the PM
2. Unzip it
3. put it in the "mods" folder
4. Start the Spacefarer launcher and activate the mod
5. Start the mission "odd Signals"
6. ¤*5%"¤ bac¤ he¤#% w¤%#"


Features:
Spoiler
  • Three missions - Damn hard
  • Nihilic presence in the campaign
  • Seven ships for the Nihilics
  • Bunch of weapons
[close]

Edit: updated 0.22
Edit: updated 0.3 - balanced weapons, remade all playerships configurations.
Edit: updated 0.31 - balancing.
Edit: updated 0.38 - New ship types, new mission (as "the enemy")!
Edit: updated 0.38b - Fixed a problem in the new mission....
Edit: updated 0.38c - ... Fixed the mission problem for real, and fixed a few offsets on the Null.
Edit: updated 0.39 - Re balanced the mission, and ships.
Edit: updated 0.40 - Re balanced the mission again, weapons, and "fixed" the fighter shields, in that they don't have any ^^
Edit: updated 0.41 - Added new sounds! They are still not optimal in that they are .wav and BIG, the mod is now about 1.4mb.
Edit: Back from the dead! Updated to 0.75! Campaign mode is in aswell as tree new ships and some new weapons, two missions are revamped and still in!(PS let me know if the link is a dud...)
Edit: updated to 0.76 - Fixed some stats for less imbaness, and fixed some general buggyness.
Edit: updated to 0.81 - Manipulated missions to be less insane AND added a new one!

Edit: updated to 0.82(b) - Managed some Ship Systems for the Nihil Ships, fixed a little for the new version.
Edit: updated to 0.82c - missed a "," in a ships file, bad bad Dibuk
Edit: updated to 0.85 - Fixed a bunch of small stuff, added new sound for the 0-core canon, hit the big secret ship with the nerf bat.
Edit: updated to 0.85b - forgot a damn "," again... shields work again.
Edit: updated to 0.88 - Made the mod work with 6.2a, also nerfed the shields a little.
Edit: updated to 0.89 - Fixed buggy cargo and crew values, tweeked the missions (I actually won, can't have that).

Edit: updated to 0.89b - yeah, kinda the same as yesterday but for real, also added support for the most succulent "Trylobot's ship editor" as my variable strings were abominations from 0.26...
Edit: updated to 0.89c - You saw nothing...
Edit: updated to 0.90 - New ship, new gun. New ship is rare and can only be encountered in the campaign.
Edit: updated to 0.95 - The Nihil empire has emigrated to a new system, they could not stand the bright sun of Corvus.
Edit: updated to 0.96 - Well well well, the years fly by. This update mostly makes the mod playable again, had to remake the system which took HOURS (mostly due to ineptitude)
Edit: updated to 0.96a - ninja fix for trading.
Edit: updated to 0.96b - a fix for trading for real this time.
Edit: updated to 0.97 - Encounter music (2 of them, Theme and other), Descriptions (codex entries) for the ships so now you can actually read about the lore hidden in there there are even an ester egg refering to a comment in this very thread!
Edit: updated to 0.98 - Two new ships (one "wing"), new weapons, the Empire also snatched a moon, market balancing.

Now, as zero players will download a mod with no pictures; and I don't want to spoil things for you - you deside how much spoiler YOU want too try out this nifty mod.

SPOLER LEVEL: LOW

Spoiler
(http://i45.tinypic.com/2sbpoc2.png)
[close]

SPOLER LEVEL: MEDIUM

Spoiler
(http://i48.tinypic.com/oa1a54.jpg)
[close]

SPOLER LEVEL: MASSIVE

Spoiler
(http://i50.tinypic.com/5d6s5y.jpg)
[close]
Title: Re: TNE Mission 0.21
Post by: mendonca on June 20, 2011, 12:50:21 PM
One word ....

Ouch.

I love the ships and the weaponry, though.
Title: Re: TNE Mission 0.21
Post by: Dibuk on June 20, 2011, 01:01:48 PM
Glad you liked it! I'll add some more missions and ships when the editor comes (I'm not masocistic enough to make more right now).

Title: Re: TNE Mission 0.21
Post by: tinsoldier on June 20, 2011, 01:20:26 PM
Frigates and fighters look nice as do the beam effects.  However, I'm getting murdered and haven't even seen the new capital ship.
Title: Re: TNE Mission 0.21
Post by: mendonca on June 20, 2011, 01:31:39 PM
Glad it's not just me!  ;D the EVIL tag is well deserved ...
Title: Re: TNE Mission 0.21
Post by: Dibuk on June 20, 2011, 01:34:32 PM
Oh there is a new capital ship in there, he's just sneaky (and slow)... I'll make it a bit easier for yah ;)


Edit: updated
Title: Re: TNE Mission 0.22 (There is new ships!)
Post by: tinsoldier on June 20, 2011, 03:57:33 PM
Probably too easy now but was fun all the same :)  I really like how the main beam on the capital ship turned out.  Incidentally, the shields on the Apogee can absorb that beam all day and still regenerate flux.  Means the Apogee can take him on pretty easily toe-to-toe.  Granted, you regret if you get too close or let your shields down :)
Title: Re: TNE Mission 0.22 (There is new ships!)
Post by: CommComms on June 20, 2011, 04:48:47 PM
Man what I would give to trade away those falcons for some tempests to help kill off those frigates and fighters!  I feel like the biggest source of difficulty comes from getting close enough to the darn things to shoot them.  Still beat it eventually though after capping the point and stopping two waves of fighters from coming out.



Also the odd size of that dreadnought seems to be causing some problems with autofire.  Found that when firing at the side of it there's a pretty big buffer zone where the autofire thinks it's in range but it actually isn't.  No idea how fixable this is though.  Hopefully very since I'm a big fan of the awesome largeness of the dreadnought.
Title: Re: TNE Mission 0.22 (There is new ships!)
Post by: tinsoldier on June 20, 2011, 07:04:13 PM
Man what I would give to trade away those falcons for some tempests to help kill off those frigates and fighters!  I feel like the biggest source of difficulty comes from getting close enough to the darn things to shoot them.  Still beat it eventually though after capping the point and stopping two waves of fighters from coming out.

It's a little unorthodox but I found taking manual control of the HILs on the default flagship helped.  The enemy fighters tend to drift in a straight line so at a distance it's pretty easy to target them and 3x HILs nuke pretty quick.  That's how I was able to take on all of the fighter fleets.  My preferred load-out would be:

- Apogee
- 2x Tempest
- 2x Wasp Wings

You're right on though, a lot of the difficulty comes from having a mismatched fleet for the opposing force.

Also the odd size of that dreadnought seems to be causing some problems with autofire.  Found that when firing at the side of it there's a pretty big buffer zone where the autofire thinks it's in range but it actually isn't.  No idea how fixable this is though.  Hopefully very since I'm a big fan of the awesome largeness of the dreadnought.

Maybe Alex is cheating on the targeting for the AI by looking at the bounding-circle for the enemy ship rather than the actual hull outline.
Title: Re: TNE Mission 0.22 (There is new ships!)
Post by: Dibuk on June 21, 2011, 01:14:38 AM
Probably too easy now but was fun all the same :)  I really like how the main beam on the capital ship turned out.  Incidentally, the shields on the Apogee can absorb that beam all day and still regenerate flux.  Means the Apogee can take him on pretty easily toe-to-toe.  Granted, you regret if you get too close or let your shields down :)

Thanks for this info, I'll try to fix this for the next version.


You're right on though, a lot of the difficulty comes from having a mismatched fleet for the opposing force.

That's a bit of the point, as they are a Loooooong range expedition small ships would not make sence... Or so I think.
Nonetheless I'll fix the ship-types you have and there configurations .

Also the odd size of that dreadnought seems to be causing some problems with autofire.  Found that when firing at the side of it there's a pretty big buffer zone where the autofire thinks it's in range but it actually isn't.  No idea how fixable this is though.  Hopefully very since I'm a big fan of the awesome largeness of the dreadnought.
Maybe Alex is cheating on the targeting for the AI by looking at the bounding-circle for the enemy ship rather than the actual hull outline.
[/quote]

I think the problem is that they aim for the "collisionRadius" of the ships (Not sure though) and I'll try to tinker with it. It will be ALOT easier when the editor comes around.


Edit: new version out, much harder now - yet more balanced.
Title: Re: TNE Mod 0.38 (New ships & missions)
Post by: Dibuk on June 23, 2011, 07:35:57 AM
Major update to 0.38, New ship type and new mission as the "other side"...
Title: Re: TNE Mod 0.39 (New ships & missions)
Post by: Jack A T on June 25, 2011, 07:15:30 PM
I very much enjoyed the mission Raider's of Nihil. The ship's just nice to fly (then again, I love anything fast with beam weapons and shields).  However, the mission is definitely easier than the average Medium mission, and I'd put it in the Easy category.
Title: Re: TNE Mod 0.39 (New ships & missions)
Post by: Alex on June 26, 2011, 07:31:21 AM
Finally had a chance to try it out, nice work!

Some shields are off-center and all that, but it's really fun and I like the visual style. Safe to say it's Chaos-inspired, I think :)
Title: Re: TNE Mod 0.39 (New ships & missions)
Post by: Dibuk on June 26, 2011, 12:26:49 PM
Finally had a chance to try it out, nice work!

Some shields are off-center and all that, but it's really fun and I like the visual style. Safe to say it's Chaos-inspired, I think :)

Yeah, I'll get around to dose pesky shields. They are not inspiered by wh40k chaos (But I do love Chaos!) if thats whats you mean, they are actually losely based of a swedish PnP Rpg "race" of sentient atoms... Kinda...
  I'm glad you checked it out! And I don't have to tell you I'm looking forward to the editor! :D

I very much enjoyed the mission Raider's of Nihil. The ship's just nice to fly (then again, I love anything fast with beam weapons and shields).  However, the mission is definitely easier than the average Medium mission, and I'd put it in the Easy category.

I agree on that, but Instead of lowering the grade, I'll make the mission a tad bit harder. And focus more on the planet that you are raiding.
Title: Re: TNE Mod 0.75 (Back from the dead!)
Post by: Dibuk on May 09, 2012, 11:45:15 AM
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Oh but I do want to!

Hello again after hibernating for almost a year (back in 0.31 when this mode was originally made) I'm back with a massive update (Soooo easy to mod now that there is editors!).

So for the tree of you that remember this mod, the new version is even meaner!
...But I wish there was a way to disable the window over the enemys forces... Try not to look I guess?

Anyway have fun!
Title: Re: TNE Mod 0.75 (Back from the dead!)
Post by: Upgradecap on May 09, 2012, 11:53:11 AM
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Oh but I do want to!

Hello again after hibernating for almost a year (back in 0.31 when this mode was originally made) I'm back with a massive update (Soooo easy to mod now that there is editors!).

So for the tree of you that remember this mod, the new version is even meaner!
...But I wish there was a way to disable the window over the enemys forces... Try not to look I guess?

Anyway have fun!


The ultimate Necro XD

But Seriously, good thing you updated this mod, I really liked it on .35a.
Or was it on .33? Can't Remember if this mod existed back then >__<
Title: Re: TNE Mod 0.75 (Back from the dead!)
Post by: Dibuk on May 09, 2012, 12:10:14 PM
.31 actually  ;D and thanks for the kind words!

Hopefully you will find a big suprise that was not there before.. >_>
Title: Re: ?_? The Nihilic Empire 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 10, 2012, 11:49:08 AM
New release 0.76! Now pretty pictures in the OP for those that needs it!

Please comment  ;D
Title: Re: ~The Nihilic Empire~ 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Uomoz on May 10, 2012, 12:06:47 PM
Holy Crap. Is this somewhat vanilla-balanced?
Title: Re: ~The Nihilic Empire~ 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 10, 2012, 12:07:24 PM
Holy Crap. Is this somewhat vanilla-balanced?

Yes... somewhat.
Title: Re: ~The Nihilic Empire~ 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Upgradecap on May 10, 2012, 12:20:40 PM
Holy Crap. Is this somewhat vanilla-balanced?

Yes... somewhat.

Well...... I wouldn't really say that.....
:D
Title: Re: ~The Nihilic Empire~ 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 10, 2012, 12:31:08 PM
If you are refering to the mission "odd signals" the difficulty is "Evil"
Title: Re: ~The Nihilic Empire~ 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Upgradecap on May 10, 2012, 12:38:11 PM
If you are refering to the mission "odd signals" the difficulty is "Evil"


I'm referring to the ships as themselves. Or, atleast that's my opinion thrown into the fray.
Title: Re: ~The Nihilic Empire~ 0.76 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 10, 2012, 12:45:48 PM
Oh, yes.. They are sturdy but they lack really heavy hitting weapons, not that thay have bad weapons at all, but they are "Harder" enemys in the campaign.

The missions - especially "odd signals" - are some what "Iron man"-modeish.
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 11, 2012, 05:29:26 AM
Made the story mission(s) a two parter "Odd signals" and the new "Odd signals II" which is taking off where the last ended. Also made the first one a bit easier.

Let me know what you think, however flamable that might be!
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Kalinin on May 11, 2012, 10:20:16 AM
Promptly got my ass handed to me on the first one, didn't even want to suffer through the second. The third, however, was quite fun. :P
These guys seem to murder low and mid-line ships, whereas high tech seem to be able to stand their ground. (Shields not accumulating flux) Good fun though. Those fighters are fast.
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: rada660 on May 11, 2012, 04:01:58 PM
i decided to over boosted the Irritum, so much fun to drive it in the mission 2 that you hided ;P the fight lasted 1 hour as i put so many ship vs me ;D

i still loosed at the end tho D:
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 12, 2012, 01:23:28 AM
Promptly got my ass handed to me on the first one, didn't even want to suffer through the second. The third, however, was quite fun. :P
These guys seem to murder low and mid-line ships, whereas high tech seem to be able to stand their ground. (Shields not accumulating flux) Good fun though. Those fighters are fast.

That's a nice find you got there! And yeah, the missions are extremely hard. Thanks for the comment!

i decided to over boosted the Irritum, so much fun to drive it in the mission 2 that you hided ;P the fight lasted 1 hour as i put so many ship vs me ;D

i still loosed at the end tho D:

Did the Irritum get destroyed!? Oh my O.0 - what did you do to it!

Also, you sneaky little weasle, that mission was not for you! Hehe, have fun with it :P
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: rada660 on May 12, 2012, 08:03:27 AM
i decided to over boosted the Irritum, so much fun to drive it in the mission 2 that you hided ;P the fight lasted 1 hour as i put so many ship vs me ;D

i still loosed at the end tho D:

Did the Irritum get destroyed!? Oh my O.0 - what did you do to it!

Also, you sneaky little weasle, that mission was not for you! Hehe, have fun with it :P

yup... its was a 1 hour battle, at this stage ill tell what was the stats of the Irritum:

all the mods that was revelant ( like not omni shield emitter etc )

1mil base HP, went to 1.6mil from the 50% reinforced bulkhead and +10% from the insulated engine ( i think ) then went up to 2.6mil HP with the stabilized Bulkhead

then base 16000 Armor, went to 24000, then to 25600 after all the modification >:3

and a 155000 flux limit for the shield, but i nerfed the shield tho..... efficienty i make it 1.2 instead of 0.8, and the upkeep was 1 also... so yea i raise shielcd the flux was raising high fast, but that was saying more evil void ray >;3

i added more weapon on it, all empty slot visible on the Irritum i filled it with the weapon its would have used on those slots ( well i guessed pretty much )

like more PD voidray and couple more of Dual light machinegun
couple more of looted Dual flakgun
couple more of Void beam

well that tell pretty much for the stats

my enemy was....

a big swarm of fighter, bombers ( that the comp sent first )
then they started to send onslaught, there was 15 in total in the mission
then its was the Ceasar broadside battleship ( from the timcorp mods )
alpha carrier from timcorp again
then couple of cruiser like the medusa and etc
what mostly killed me : the paragon there was 8 i think
then last ship that finished me up... The delta class leviathan from the timcorp again lol

so yea..... battle of 1 hour... massive fighting around the irritum massive weaponry effect... until all guns that had munition... had no more ammo... so only laser was shooting... the battle turned out to be more boring afterward lol

but i do noticed something tho that is a pain for the AI... the Collision radius is so huge that the first try i made with the irritum, they were all overshooting ( out of their normal range ) because they were shooting inside the collision radius, but now the ship directly... so i decided to make its smaller, but seem i made it too small, now they were in a normal range but shell was passing through the ship where the collision radius was not here lol o\

so i had to make its at the more minimum but well least what ive done had a better effect they were closer and least hitting more often lol

but yea after that 1 hour battle............ i say : well 1mil base HP too much! i decreased to 500k, which lead to like 1.3mil instead of 2.6mil lol and i putted 10k armor instead of base 16k armor so armor is penetrable faster...

so i did another try on another mission type that timcorp mods had, that i modified, instead of 1 lone ship that he decided to put i putted the irritum instead, vs 1 delta and some various other ship

first try : *** me irritum decided to retreat overwhelming fleet point vs him scared him
second try : ok let boost the irritum fleet point so its feel more powerful : *** me again now its too much its cant spawn! ( hell i setted battle point in the setting file to 1800 ( even i think its capped at like 999 i think... lol ) and yet its cannot five more than 60 point for no reason ( p_p how to boost a mission fleet point availability alone! )
third try : ok now irritum have max 50 point : ok its spawn, good he didnt retreat : FIGHT
happen my single delta crushed him >_>

that is all lol
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 13, 2012, 01:54:04 AM
Oh, I see you modded the .cvs quite handedly.

Well as long as you had fun  :P
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: rada660 on May 13, 2012, 08:17:20 AM
yup ;D now i made all ammo weapon to have their ammo being regenerated >:3 now its massive weaponry everywhere all the time ;D

happen that i made the irritum heavy boosted, its still beat-able in campaign, you just need that fleet for it ;3
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 14, 2012, 12:58:26 AM
yup ;D now i made all ammo weapon to have their ammo being regenerated >:3

Regenerated how? Like rockets and shells? ... I did not know that was possible.
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Shoat on May 14, 2012, 03:22:02 AM
yup ;D now i made all ammo weapon to have their ammo being regenerated >:3

Regenerated how? Like rockets and shells? ... I did not know that was possible.


Since 0.52a there's the "charges" mechanic for Autpulses and Burst lasers and similar weapons. Essentially it is only different from ammunition in that it regenerates automatically.
And that regeneration flag can be put on any weapon, not just energy weapons.
Title: Re: ~The Nihilic Empire~ 0.81 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on May 14, 2012, 06:03:10 AM
Oh, that's nifty, Sure wasn't around in my days. Thanks for the info!
Title: Re: ~The Nihilic Empire~ 0.82 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on August 19, 2012, 09:53:03 AM
Updated to 0.82b to work better with the new patch.

Also I'm not dead.
Title: Re: ~The Nihilic Empire~ 0.82 (With campaign/missions, mythic ships n' weapons)
Post by: Upgradecap on August 19, 2012, 10:00:52 AM
(He's a zombie ;D)
Title: Re: ~The Nihilic Empire~ 0.82 (With campaign/missions, mythic ships n' weapons)
Post by: Dibuk on August 20, 2012, 12:05:55 AM
(Brains?)


Updated in a hurry to 0.82c, as the last version were... dumb.
Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: Dibuk on August 21, 2012, 06:44:20 AM
Updated again, now it's much less buggy, especially the big and really big ships. Also new sound for secret big gun...
Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: Lopunny Zen on January 20, 2013, 06:34:20 PM
umm...heavy vanilla balance in order here...there way too strong and way to much shield compacity and depletion....you might want to consider making the big ships smaller...play the vanillas versus your own team and you'll see what i mean by very busted....other then that its a nice idea...unfortunately your being bombarded by absolutely cheap weaponry here..which surprises me that no one is bothered by this major unbalances. Other than that i hope we get to see a story and a background about these people but please take my advice and cut down on the ship sizes and power and it could go in a compilation mod :)
Title: Re: ~The Nihilic Empire~ 0.85 (not that updated for now) 03/03/13
Post by: Dibuk on March 03, 2013, 03:02:55 AM
Well, if you played the missions you'd know that the enemy (mods ship) are supposed to be hard as balls - the difficulty rating is there for a reson. I have bested all the mission myself and while they are (very) hard they are not undoable. I do realize however that the game AI have been improved alot since I last updated and that might very well have increased the difficulty above the super-leet limit, I will probably poke around with the mod some time or another - I'm suprised the mod still works in the game at all!

Get in to a compilation? Why the heck would I want that, it's not like that is some supreme goal to be stowed in with a bunch of other mods that don't fit with mine.

Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: HELMUT on March 03, 2013, 07:00:57 AM
I really like that mod. The idea of zombie/demon ship remind me a bit of Event Horizon. And that Super Dreadnought is really fun to fight against, it's surprising that the modding community doesn't make more of that kind of oversized ships, that would make great boss fight.

However those shields are pretty damn though and getting through them seem a bit too difficult to me. No, actually what really burden me is that there are no soft spot as they use OMNI shields with a 360 radius. I think it could be a good idea to let a little opening behind them (like a 3/4 shield?), it would incite the player to rely more on positioning and tactic to defeat the biggest ships. I know they are supposed to be some kind of boss fleet but actually there a nothing much the player can do save for trying to outgun those monsters, and this doesn't work very well with factions who don't rely on big guns.

Also, you should try to make them interact with the faction from Uomoz Corvus Mod as it is (probably) the most played mod.
Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: ganjou234 on April 24, 2013, 09:47:01 AM
Will it apply to an old save I got I have Uomoz's Corvus mod and a couple of other ones?
Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: Reshy on June 02, 2013, 08:13:29 PM
The ships do need a fair bit of balance however since most of the weapons are flat upgrades.
Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: Nanostrike on July 16, 2013, 01:36:51 PM
The ships do need a fair bit of balance however since most of the weapons are flat upgrades.

I agree.  They tend to steamroll pretty hard.
Title: Re: ~The Nihilic Empire~ 0.85 (One of the oldest active mods for Starfarer!)
Post by: etherealblade on September 17, 2013, 02:04:43 AM
Disagree. Thule ships smash nihilic shields to pieces and then make quick work of the rest. What he needs is an built in weapon for his super dreadnought that is super scary. As of right now the other factions have created pretty powerful warships capable of dealing easily with the once thought broken and terrifying evil ghost ships. As the game updates, it's not a bad idea to consider some fitting ship systems.  Of course on another note, when this guy releases his mod
Spoiler
http://fractalsoftworks.com/forum/index.php?topic=6417.0 (http://fractalsoftworks.com/forum/index.php?topic=6417.0)
[close]
....everyone will die. His faction is meant to be an ancient and POWERFUL BOSS adversary. So trust me it'll help restructure your worries of your awesome being too strong.
Title: Re: ~The Nihilic Empire~ 0.88 (Just updated to work for current version+nerf!)
Post by: Dibuk on May 08, 2014, 10:13:52 AM
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Oh really?

Well, have an update anyway. Not much new a slight nerf of shields and ofc support for the current version - if anyone would care that is.
Title: Re: ~The Nihilic Empire~ 0.88 (Just updated to work for 6.2a+nerf!)
Post by: ValkyriaL on May 08, 2014, 10:19:25 AM
Course we care, always good to see my old modding buddies returning every now and then. =)
Title: Re: ~The Nihilic Empire~ 0.88 (Just updated to work for 6.2a+nerf!)
Post by: mendonca on May 08, 2014, 10:48:48 AM
Cool! :)
Title: Re: ~The Nihilic Empire~ 0.88 (Just updated to work for 6.2a+nerf!)
Post by: Dibuk on May 08, 2014, 12:16:54 PM
Course we care, always good to see my old modding buddies returning every now and then. =)

I was like "old?", then I checked the date I first posted the mod almost 3years ago, damn. Good to see you are still here!
Title: Re: ~The Nihilic Empire~ 0.88 (Just updated to work for 6.2a+nerf!)
Post by: sirboomalot on May 08, 2014, 12:42:07 PM
An update!? Wonderful! Will you be sticking around or were you just passing through?
Title: Re: [6.2a]~The Nihilic Empire~ 0.89 (Fixed lots of bugs)
Post by: Dibuk on May 09, 2014, 12:35:28 PM
An update!? Wonderful! Will you be sticking around or were you just passing through?

...Both?

Also have another update, fixed some bugs that I found playing around.
Title: Re: [0.6.2a]~The Nihilic Empire~ 0.89c (Fixed lots of bugs, for real this time)
Post by: Dibuk on May 10, 2014, 06:16:36 AM
Fresh update, I'd recommend starting a new game - lot'a campaign fixes, tweeks and modder support.

Also if anyone have an idea for a large-medium "nihilic" support ship feel free to post ideas here. I'm creative as a clam at the moment..
Title: Re: [0.6.2a]~The Nihilic Empire~ 0.89c (Fixed lots of bugs, for real this time)
Post by: Sabaton on May 10, 2014, 12:08:56 PM
Seeing this mod come back to life is like watching a zombie walk again (not a bad thing).
Hell the title page even has the games old name.
On a side note, I think the mod could use more weapon variety, looted flak cannons and such get boring really quick.
Title: Re: [0.6.2a]~The Nihilic Empire~ 0.89c (Fixed lots of bugs, for real this time)
Post by: Dibuk on May 10, 2014, 01:47:38 PM
Seeing this mod come back to life is like watching a zombie walk again (not a bad thing).
Hell the title page even has the games old name.
On a side note, I think the mod could use more weapon variety, looted flak cannons and such get boring really quick.

The Zombie remark is fitting.

Yeah, my next move is one larger support ship with a huge slow fiering artillery gun, and after that more weapons. The reson there are so few atm is that I was waiting for the format to stabilise; the moding environment is quite diffrent then when I started... I remember the horror of doing the collision vectors by hand.

Any and all ideas for a larger support ship and weapons will be appreciated.
Title: Re: [0.6.2a]~The Nihilic Empire~ 0.89c (Fixed lots of bugs, for real this time)
Post by: JDCollie on May 10, 2014, 07:13:32 PM
Looks cool; I'll give it a download.  :D
Title: Re: [0.6.2a]~The Nihilic Empire~ 0.95 (New ship, New System!)
Post by: Dibuk on May 14, 2014, 11:02:13 AM
Update time, mostly a new system for the Nihils - nothing major.
Title: Re: [0.7a]~The Nihilic Empire~ 0.96 (At least it works again!)
Post by: Dibuk on November 28, 2015, 08:13:20 AM
1 year and a half since last update, I'm almost like a real developer!

A person asked me to make the mod playable again as he never got to beat the big ship. Only took me 9 hours of remaking and figuring out how systems works nowadays, for a game I haven't touched in 1½ years... YOU ARE WELCOME DANIEL.


So yeah, new system (again) and other bogus.
Title: Re: [0.7a]~The Nihilic Empire~ 0.96 (At least it works again!)
Post by: Jonlissla on November 28, 2015, 09:50:19 AM
A person asked me to make the mod playable again as he never got to beat the big ship. Only took me 9 hours of remaking and figuring out how systems works nowadays, for a game I haven't touched in 1½ years...

Now that's dedication.

So... uh, welcome back I guess.
Title: Re: [0.7a]~The Nihilic Empire~ 0.96a (At least it works again! +ninjafix)
Post by: Camael on November 28, 2015, 12:46:43 PM
Thanks Daniel. Now I don't have to ask...

(Darn, I missed this mod, the gloomy we will all die ships were among my favourites before the market revolution ate them...)
Title: Re: [0.7a]~The Nihilic Empire~ 0.96a (At least it works again! +ninjafix)
Post by: ChrisH on November 28, 2015, 10:19:50 PM
This mod effectively changes the prices of both fuel and supplies to +700 from day 1.

Nope, nope nope. All of my nope.
Title: Re: [0.7a]~The Nihilic Empire~ 0.96a (At least it works again! +ninjafix)
Post by: Dibuk on November 29, 2015, 12:02:22 AM
This mod effectively changes the prices of both fuel and supplies to +700 from day 1.

Nope, nope nope. All of my nope.

That's odd. I'll look in to that. Thanks for the report!
EDIT: I've fixed it, was a big ol' dumb bug. Go enjoy your 120credit supplies now.

Thanks Daniel. Now I don't have to ask...

(Darn, I missed this mod, the gloomy we will all die ships were among my favourites before the market revolution ate them...)

Staph it you!

Also now you gave Daniel ideas that he is some kind of hero, thaanks..
Title: Re: [0.7a]~The Nihilic Empire~ 0.96a (At least it works again! +ninjafix)
Post by: ChrisH on November 29, 2015, 04:47:48 AM
This mod effectively changes the prices of both fuel and supplies to +700 from day 1.

Nope, nope nope. All of my nope.

That's odd. I'll look in to that. Thanks for the report!
EDIT: I've fixed it, was a big ol' dumb bug. Go enjoy your 120credit supplies now.

Thanks Daniel. Now I don't have to ask...

(Darn, I missed this mod, the gloomy we will all die ships were among my favourites before the market revolution ate them...)

Staph it you!

Also now you gave Daniel ideas that he is some kind of hero, thaanks..

I gotta tell you man, I did not expect that was so easily fixable and so quick. Let me redownload that *** right away.
Looking forward to exploring more on this mod, best one based on the wrapping paper so far imo
Title: Re: [0.7a]~The Nihilic Empire~ 0.96b (At least it works again! +ninjafix +tradefix)
Post by: ChrisH on November 29, 2015, 04:54:53 AM
Yeah I went to grab a relay and crashed :( May be other mods messing with that though
Title: Re: [0.7a]~The Nihilic Empire~ 0.96b (At least it works again! +ninjafix +tradefix)
Post by: Dibuk on November 29, 2015, 05:00:22 AM
Yeah I went to grab a relay and crashed :( May be other mods messing with that though

I just tested it with the current version and it works to interact with relays on my end, I have no idea what mods would be compatible with this one :/

(you gave me a scare though as the test version I'm working at right now crashes at relays so I though I missed something in the live one.)


Also to see the "new stuff" I recommend the missions first, "odd signals" 1 & 2. (you don't have to beat them, it's ok.)



EDIT: I noted that the version number is wrong on the live build but that is of no consequence at long as the .zip file says 0.96b
Title: Re: [0.7a]~The Nihilic Empire~ 0.96b (At least it works again! +ninjafix +tradefix)
Post by: Ryu116 on November 29, 2015, 01:24:32 PM
This mod is looking so epic!  I want to know if there is any chance this mod could work with Nexerelin?  I am creating different versions of starsectors and I am trying to figure the combinations of mods that will work and doesn't work together.  I am looking forward trying this mod out.  I loved the design of dark ships looking type in this mod.  I am definately going to try Nihilic Empire vs Starsectors and other add-on factions mods.
Title: Re: [0.7a]~The Nihilic Empire~ 0.96b (At least it works again! +ninjafix +tradefix)
Post by: Dibuk on November 30, 2015, 01:16:14 AM
This mod is looking so epic!  I want to know if there is any chance this mod could work with Nexerelin?  I am creating different versions of starsectors and I am trying to figure the combinations of mods that will work and doesn't work together.  I am looking forward trying this mod out.  I loved the design of dark ships looking type in this mod.  I am definately going to try Nihilic Empire vs Starsectors and other add-on factions mods.

I have no idea about mod compatibility, I guess it should work as the mod doesn't poke around in "world"-things much. I have experimented in faction reputation to other mods though, but nothing official.

If you find mods that does work with it please let me know so I can but it on the ancient first post!  ;)

I'll throw up another update soon enough with some typo fixes, music for encounter with the "gloomy-we-will-all-die-ships" and possible some descriptions (would be about time).
Title: Re: [0.7a]~The Nihilic Empire~ 0.97 (Encounter music and descriptions!)
Post by: Dibuk on November 30, 2015, 10:11:35 AM
Promised update with descriptions (a comment in this thread inspired the existence of an Easter egg in one of the ship descriptions) for the ships. There are probably many typos and grammatical infidelities but 1) I'm slightly dyslectic, 2) I'm not a native English speaker and 3) I'm too lazy to proof-read.

Also I somehow managed to get supplies cost down to about 50c soo.. enjoy that?
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Dibuk on December 12, 2015, 05:44:50 AM
So I almost broke my back the other day and can't really do much, so here's an update. Two new ships (modified the "raiders of nihil" mission to show them), some new variants on existing ships and new weapons (3 or 4 I think).
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Shedovv on December 17, 2015, 06:53:50 PM
That Dreadnought looks scary as ***. But untill there is a confirmation that it does work with other faction etc mods. I am afraid I ain't going to touch this.
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: NightfallGemini on January 04, 2016, 06:25:05 PM
Will the next version have increased burn speeds? I really want to try the ships, but I can't justify them at that low of burn speed. :x
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Zenobious on January 08, 2016, 11:00:38 AM
That Dreadnought looks scary as ***. But untill there is a confirmation that it does work with other faction etc mods. I am afraid I ain't going to touch this.

How are you defining "work with"? Right now I'm running Nexerelin, SS+, and a whole bunch of faction mods: AI War, Blackrock Drive Yards, Citadel, Diable Avionics, Interstellar Imperium, Mayorate, Neutrino, PBC, Shadowyards, Templars, Tiandong, and various other utility mods. It works -- it doesn't *crash* at least -- although I haven't actually tried a Nexerelin playthrough as the Nihil yet, so i'm not actually sure if they'd work properly.

If by "work with" you mean "balanced with vanilla and other vanilla-balanced mods"... well, not really.

Will the next version have increased burn speeds? I really want to try the ships, but I can't justify them at that low of burn speed. :x

The latest update has changed burn speeds to be in line with other ships. The slowest is the Irritum super-dread, at burn 6. There's no more burn 3 or 4 on half the ships like before.
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: SpaceRiceBowl on January 08, 2016, 01:03:20 PM
I don't think the Nihilic work with Nex right now.
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Takion Kasukedo on January 08, 2016, 05:37:23 PM
The Nihilic Empire works with Nexerelin definetly, currently have them in a playthrough, although I haven't gotten into a battle with them yet.

Lots of other faction mods on as well, and they work fine.
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: SpaceRiceBowl on January 08, 2016, 05:46:57 PM
Alright, nice to know. Didn't think they would since Nex support isn't mentioned on the original post.
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: spartan117pr on February 06, 2016, 03:45:23 PM
Not sure if its intended but these ships are the hummers of starsector. I have to get max fuel reserves just to make a short jump through hyperspace.  :o
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Takion Kasukedo on February 06, 2016, 10:32:14 PM
Heh, and the ships bigger than Rigor are super slow (max 3 burn stock @_@)
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Flying_Whale on January 19, 2018, 10:09:53 AM
waiting for an update so much)))
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Death_Silence_66 on January 19, 2018, 11:49:50 AM
(https://i.imgur.com/AhHXWVK.png)
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: facc00 on February 04, 2018, 09:47:17 PM
pewpew
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Ronald Klein on May 25, 2019, 08:00:52 AM
 
  I'm guessing this mod doesn't work with the 0.9.1a version?
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: Gear on May 25, 2019, 01:57:14 PM

  I'm guessing this mod doesn't work with the 0.9.1a version?

It's for 7.1a and the Modder hasn't been active since 2015 :(
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: React52 on September 13, 2019, 01:42:55 AM
why does the mod version in the topic say 0.9.1a when this mod is out dated
Title: Re: [0.7.1a]~The Nihilic Empire~ 0.98 (New ships, market balancing act)
Post by: React52 on September 13, 2019, 01:47:32 AM
welp that was weird the search bar popped this mod up as 0.9.1a