Fractal Softworks Forum

Starsector => Mods => Topic started by: Weftin on September 25, 2021, 10:29:40 AM

Title: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 25, 2021, 10:29:40 AM
(https://cdn.discordapp.com/attachments/507710144256409600/891338829531844638/Screenshot_2.png) (https://drive.google.com/file/d/1wWBHqxuVJoN3GlroENjHBqWRndi3TXF8/view?usp=sharing)

Made with spritework from keptin's mod the Intserstellar Federation (https://fractalsoftworks.com/forum/index.php?topic=2012.0)
Current mod version: v1.01 | Updated 12/14/21

This mod is NOT an attempt to remake Keptin's Interstellar Federation, it only uses the same sprite work for ships.

This mod is the first one I have ever released, expect bugs, misspellings, and balance issues
If you have any suggestions or find any issues let me know!

While this was originally intended to be a faction mod school exists and I've never even made a mod before so I thought it best to actually make a simple mod before doing anything wacky.

Adds 21 Midline ships (with some high tech flavor added in) to the sector.

The Ships
Spoiler
Frigates
Spoiler
(https://cdn.discordapp.com/attachments/507710144256409600/891350236860137572/Cavalier.png)
The Cavalier Class Frigate
(https://cdn.discordapp.com/attachments/507710144256409600/891350249556303912/Morris.png)
The Morris Class Frigate
(https://cdn.discordapp.com/attachments/507710144256409600/891350295416807524/Humber.png)
Humber Class Missile Frigate
(https://cdn.discordapp.com/attachments/507710144256409600/891350308742131762/Otter.png)
Otter Class Scout
(https://cdn.discordapp.com/attachments/507710144256409600/891350326857306143/Alecto.png)
Daimler Class Prototype Frigate
(https://cdn.discordapp.com/attachments/507710144256409600/891350359002464306/Ram.png)
Ram Class Missile Frigate
[close]
Destroyers
Spoiler
(https://cdn.discordapp.com/attachments/507710144256409600/891350376949874698/Armadillo.png)
Armadillo Class Destroyer
(https://cdn.discordapp.com/attachments/507710144256409600/891350426128101376/Sentinel.png)
Sentinel Class Heavy Destroyer
(https://cdn.discordapp.com/attachments/507710144256409600/891350452988416010/Covenanter.png)
Covenanter Class Screen Carrier
(https://cdn.discordapp.com/attachments/507710144256409600/891350463574863902/Chaffee.png)
Chaffee Class Gunship
[close]
Cruisers
Spoiler
(https://cdn.discordapp.com/attachments/507710144256409600/891350485389434980/Deacon.png)
Deacon Class Cruiser Carrier
(https://cdn.discordapp.com/attachments/507710144256409600/891350534294995014/Crusader.png)
Crusader Class Prototype Cruiser
(https://cdn.discordapp.com/attachments/507710144256409600/891350559091728444/Archer.png)
Archer Class Anti-Capital Cruiser
(https://cdn.discordapp.com/attachments/507710144256409600/891350577777373244/Valiant.png)
Valiant Class Utility Cruiser
(https://cdn.discordapp.com/attachments/507710144256409600/891350594638471199/Challenger.png)
Challenger Class Light Cruiser
[close]
Capital
Spoiler
(https://cdn.discordapp.com/attachments/507710144256409600/891350618168508416/Churchill.png)
Churchill Class Battleship
(https://cdn.discordapp.com/attachments/507710144256409600/891350627710554122/Cromwell.png)
Cromwell Class Carrier
[close]
Civilian
Spoiler
(https://cdn.discordapp.com/attachments/507710144256409600/891350662791692328/Rhino.png)
Rhino Class Freighter
(https://cdn.discordapp.com/attachments/507710144256409600/891350676280598619/Rover.png)
Rover Class Fuel Barge
(https://cdn.discordapp.com/attachments/507710144256409600/891350687743639582/Marmon.png)
Marmon Class Freighter
[close]
[close]

Download is here (https://drive.google.com/file/d/1wWBHqxuVJoN3GlroENjHBqWRndi3TXF8/view?usp=sharing) or in the banner at the top

Changelog
Spoiler
removed all updates before 0.9 to reduce the clutter on this page

v0.9 public beta release
# this release will be used primarily to get feedback on balance and
# be a far more thorough dive into any remaining issues the mod will likely have

#hoping to do a bunch of mini updates to convince myself that I can label it 1.0
v0.9.01 Deacon modified 9/28/21
changed deacon system from drond_pd to drone_pd_x2
#for some unknown reason, drone_pd was causing crashes in the custom production hopefully this duct tape fix works

v0.9.1 Stuffwriters suggestions 9/29/21
>Churchill
 - OP increased from 200 to 260
 #followed the suggestions from the Modding Guidelines
 - Non-pd weapon arcs shrunk
 #making it harder for the churchill to focus fire
 - flux dissapation increased from 1200 to 1500
 #far better dissapation than the paragon, will allow it to do sustained fire despite is low capacity
 - shield upkeep lowered to 0.2 from 0.3
 - shield arc decreased from 360 to 270
 - shield efficiency increased from 0.8 to 1
 #tweaking the shields should make them weaker
 - min crew increased for 445 to 600
 - max crew increased from 600 to 750
 - hitpoints decreased from 20000 to 19000
 - max speed decreased from 45 to 30
 - acceleration decreased from 18 to 15
 - deceleration decreased from 15 to 13
 #these various tweaks should further weaken the churchill and with the OP change result in a less OP starved better off ship

>Chaffee
 - flux capacity decreased from 7500 to 6900
 #used suggestions from the modding guidelines
 - flux dissapation increased from 500 to 550
 - shield upkeep lowered from 0.4 to 0.2
 #should help with the flux cost for it's main weapon
 - top speed increased from 80 to 100
 #10 faster than a sunder
 - acceleration increased from 60 to 80
 - deceleration increased from 40 to 60
 - max turn rate increased from 25 to 30
 - turn acceleration increased from 20 to 30
 #these stats are copied from the sunder
#I knew this ship would be very difficult to balance from the day it was made
#I'm hoping these changes make it a solid ship and not just a gimick but we'll see

>Alecto
 - added medium gun turret
 - flux dissapation increased from 60 to 250
 - flux capacity decreased from 7000 to 3200
 #looks better and fixes it's low firepower issue

>Humber
 - value decreased from 16000 to 13000
 - supply maintainence decreased from 4 to 3
 - combat recovery cost decreased from 4 to 3
 #it's cheaper to match it's performence better

>Challenger
 - increased top speed from 45 to 60
 - increased acceleration from 20 to 40
 - increased deceleartion from 10 to 30
 - increased max turn rate from 15 to 25
 - increased turn acceleration from 10 to 25
 - decreased base value from 125000 to 100000
 - reclassified as a light cruiser
 - modified description
 #the speed changes should make up for it's lackluster firepower, while the text edits explain it

v0.9.2 and v0.9.3 balance sweep
#flux and OP has been noted as an issue, this update will attempt to fix that
#all OP changes were done with the suggestions modding guidelines
>Archer
 - OP decreased from 140 to 120
 - Weapon arcs adjusted
>Armadillo
 - OP increased from 60 to 65
 - Flux cap decreased from 6000 to 2500
 - Flux vent decreased from 600 to 200
 #the flux stats on this one confuse me, I have no idea why they were that high
 - Ship System changed to Missile Autoforge from Fast Missile Racks
>Cavalier
 - Flux vents increased from 250 to 300
 - Flux cap decreased from 2000 to 1800
>Chaffee
 - adjusted weapon arcs
 - increased OP from 80 to 85
>Covenanter
 - increased OP from 50 to 90
 #oops
 - decreased HP from 5500 to 4000
 - decreased flux vents from 150 to 70
>Alecto
 - Renamed to Daimler since SCY has an Alecto class
 #I should of sweeped through popular mods to check for overlap oops
>Cromwell
 - OP increased from 225 to 310
 - Weapon arcs modified
>Deacon
 - OP increased from 130 to 160
>Humber
 - Flux cap increased from 1000 to 1100
>Ram
 - OP increased from 50 to 60
>Sentinel
 - Flux cap decreased from 4000 to 3000
 - Flux vent decreased from 450 to 300
#I'm pushing this update out since I think it's done, I'll be taking a look at hull and armor values for the next one

v0.9.3 to v1
#I forgot to update the change log AHHHHHHHHHHHHHHHHHHHHHHH
I did a lot of small changes to various ships, tweaked hull and armor values there, speed change there, etc.
I think the mod could be called 'done' since bugs SHOULD be ironed out but we'll see

v1.01
Changed Rover base value from 2500 to 25000
I left out a zero oops
[close]
Title: Re: [0.95a] Weftin's Ship Pack
Post by: hydremajor on September 25, 2021, 01:28:48 PM
Oooooh mod with only ship hulls !

Please do consider, if you plan to add weapons, to make the weapons and ship hulls their own separate mods for ease of customisation
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Thaago on September 25, 2021, 02:41:19 PM
Cool looking ships!

Oooooh mod with only ship hulls !

Please do consider, if you plan to add weapons, to make the weapons and ship hulls their own separate mods for ease of customisation
I don't think this is a good idea - you wouldn't be able to define variants of the ships with their own custom weapons. It just doesn't work for them to be separate mods.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Uhlang on September 25, 2021, 03:13:03 PM
Longboi ship pack.

Nice.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 25, 2021, 03:25:06 PM
Cool looking ships!

You can thank keptin for that, his mod the Intersteller Federation (https://fractalsoftworks.com/forum/index.php?topic=2012.0) was where I got them from, as I find the making of ships much more interesting than the sprite work
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Lorkhan4E201 on September 25, 2021, 04:43:13 PM
I'm getting the drone_pd crash from this mod, any workaround?
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 25, 2021, 04:47:43 PM
I'm getting the drone_pd crash from this mod, any workaround?

if you could send me the last group of lines of the starsector.log file that generated post crash so I see what's going on I can see what's going on, feel free to PM me or just reply here
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Outro on September 25, 2021, 06:53:38 PM
I remember these sprites were awesome, I'm glad you revived it.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Ramiel on September 25, 2021, 07:21:20 PM
Mod revival? Always nice to see! Though....was the previous author contacted (people tend to get possessive, even if the work is abandoned)? Or are they gone forever, so, unlikely to care?
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 25, 2021, 08:12:39 PM
Mod revival? Always nice to see! Though....was the previous author contacted (people tend to get possessive, even if the work is abandoned)? Or are they gone forever, so, unlikely to care?

Not so much as a revival as I just used his pixel art for the ships, and I messaged keptin directly and he confirmed the sprite work is released under a creative commons for public use
Title: Re: [0.95a] Weftin's Ship Pack
Post by: ArbuzBudesh on September 26, 2021, 02:07:26 AM
Looks promising, will give those ships a go on next playthru whenever that happens. Really like they have their very distinct own style, while not strongly clashing with game style.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Killian on September 26, 2021, 10:05:36 AM
Good to see these hulls back in action - I remember playing with the IFed way way back when the game was just the Corvus system with nothing else.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Jaghaimo on September 27, 2021, 01:17:22 AM
Mod revival? Always nice to see! Though....was the previous author contacted (people tend to get possessive, even if the work is abandoned)? Or are they gone forever, so, unlikely to care?

Not so much as a revival as I just used his pixel art for the ships, and I messaged keptin directly and he confirmed the sprite work is released under a creative commons for public use


Free for all under CC BY-NC-SA 4.0 license: https://fractalsoftworks.com/forum/index.php?topic=2012.msg150174#msg150174

Glad to see this revived.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Worachot on September 27, 2021, 02:01:45 AM
since its not an own faction, is these ships added to another factions ship pool? i wanna use these ships as early as possible so wanna find them easy ^^
Title: Re: [0.95a] Weftin's Ship Pack
Post by: xSevenG7x on September 27, 2021, 04:01:37 AM
Man, some of those names looks very familiar, did you played World of Tanks?

Anyways this mod looks very nice, with much potential
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 27, 2021, 04:52:11 AM
Man, some of those names looks very familiar, did you played World of Tanks

No, I used the wikipedia page for WW2 UK tanks for the names. So that's why there are similarities
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Francis on September 27, 2021, 07:58:27 AM
Ships look cool! Believe it will be a pretty good mod! ;D ;D
Title: Re: [0.95a] Weftin's Ship Pack
Post by: ArkaneKannon on September 28, 2021, 02:31:18 AM
Great pack, Though whenever I mouse over the Deacon cruiser in the custom production menu it throws [drone_pd] not found and CTD. Other wise, haven't had any other issues.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 28, 2021, 05:53:49 AM
I'm getting the drone_pd crash from this mod, any workaround?

Great pack, Though whenever I mouse over the Deacon cruiser in the custom production menu it throws [drone_pd] not found and CTD. Other wise, haven't had any other issues.

pushed out a hotfix, this issue should be resolved
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 28, 2021, 05:57:28 AM
pushed out a hotfix, this issue should be resolved

I should also mention this likely happened because I was using a ship system from 0.9 that isn't on ships anymore, this bug will likely cause more crashes in the near future so I'll need to deal with them as they come
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Oni on September 28, 2021, 07:00:55 PM
.... pushed out a hotfix, this issue should be resolved
Umm...  :-[
Would it be possible to have a version number on the download file?
Just so we can make sure we get the latest version and aren't using the old one (I keep track of my 50+ mods by checking version numbers  :P ).
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 28, 2021, 07:29:41 PM
Umm...  :-[
Would it be possible to have a version number on the download file?
Just so we can make sure we get the latest version and aren't using the old one (I keep track of my 50+ mods by checking version numbers  :P ).

Sure, I'll add that next time I fix something
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Stuffwriter on September 28, 2021, 09:17:31 PM
I have some feedback if you're willing to consider it. I've played a lot of mods and vanilla and have a decent sense of what "vanilla balance" is. How you decide to balance is up to you, of course. Making a mod is a lot of work, and I appreciate the time you're willing to dedicate to it.

If your intent is to provide ships that approach vanilla balance, you're a little off the mark so far. Let me provide a few examples:

Churchill Class Battleship
- Too many weapon mounts and not enough DP to use them
- Weapon arcs are very generous. Too much ability to focus fire on one spot (even though it doesn't have enough DP)
- Shields are a little on the strong side
It feels like this ship was designed to not be able to use it to its full potential since it is so DP starved. That is a little frustrating as there are no vanilla ships like this. I recommend removing some of the weapon mounts, making some of them smaller, or both. Alternatively, greatly increasing the available DP would help but make the ship dramatically more powerful.

Chaffee Gunship
- Low firepower
- A little small for a destroyer but big for a frigate (if that makes sense)
- A large mount on such a small ship is awkward to use because of flux requirements

Alecto Frigate
- Seems to be missing a medium weapon mount in the center. Looks strange
- Severely lacking in firepower
- Very low DP cost

Humber Frigate
- An adorable little ship that is undergunned for its cost
- I like the idea of a mobile frigate with mostly missile mounts

Challenger Cruiser
- Undergunned and severely under DP'd for a cruiser. Is closer to a destroyer in performance.


I think you may still need to do some tuning of the numbers for your ships. Compare the values you're using against other ships of similar sizes. Your DP point values are a little low across the board, and your flux dissipation and maximums are all over the place.

I recommend trying to think of a theme that these ships will fit to.
- Are they slow and fragile, but perhaps wielding above average flux stats?
- Are they flux starved but durable? (Think low-tech)

To me, these ships are (generally) long and thin with overlapping fields of fire. To me, they appear that they should be slow moving, decently durable, and reliant on a gun line. Ships like that would have good flux dissipation, good DP values, but poor max flux and slow speed. This would give them an edge at mid range but be vulnerable at close range and long range.

Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 29, 2021, 05:54:44 AM
I have some feedback if you're willing to consider it. I've played a lot of mods and vanilla and have a decent sense of what "vanilla balance" is. How you decide to balance is up to you, of course. Making a mod is a lot of work, and I appreciate the time you're willing to dedicate to it.

As I said on the main page, I am actively encouraging anyone and everyone that sees something off about the balance to let me know about it. I've released the mod as a 'public beta' hoping to tweak it for several months before calling it done, labelling it as 1.0, and starting work on my next one.

To me, these ships are (generally) long and thin with overlapping fields of fire. To me, they appear that they should be slow moving, decently durable, and reliant on a gun line. Ships like that would have good flux dissipation, good DP values, but poor max flux and slow speed. This would give them an edge at mid range but be vulnerable at close range and long range.

I am very glad you thought that, as this is exactly the focus I was after with these ships and I appreciate your suggestions.

I'll get to work on implementing them (all probably) as I expect the ships to change wildly before I slap a 1.0 label on it

Just modifying this post to say that I rushed out some balance changes that should address the issues you listed, thanks again for your suggestions, and I will be doing some similar tuning across the board soon
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Stuffwriter on September 29, 2021, 11:19:39 AM
A few more things to keep in mind:

Ship Tech
- Low tech ships have poor flux stats and speed, but strong armor, good DP, many weapon mounts, and long deployment times. Their ship systems are almost exclusively offensive with either burn drive straight ahead or improvements to firepower.

- High tech ships have strong shields, good flux stats, and are fast, but are extremely fragile, have a smaller number of weapon mounts, and are generally restricted to energy/missile weapons. They also have low deployment times. Their ship systems tend to be defensive with ship repositioning or improvements to shields.

- Midline ships have stats that fit right between low and high and are defined by their versatility in types of weapon mounts.

Weapons
- Weapon arcs make or break a ship design. Because of the need to focus fire in this game, weapon arcs that cannot all focus on the same point are a lot less useful. Consider the Onslaught battleship. It has 3 large mounts, but none of them can fire on the same target at the same time (unless that target is extremely large). This means that it has a tendency to spray out flux without accomplishing anything useful, so it's important to carefully manage what guns are firing. To compensate for this, the onslaught has a HUGE DP pool and a reduction in cost to large mounts.

- Give the player options in how to lay out a ship. Many of your current designs are so limited in weapon placement and DP that there is no flexibility or creativity in ship layouts. Something to consider.

Ship Systems
- Without recruiting help from veteran modders, you'll have a very difficult time creating your own ship systems. Restricted in this way, your ability to create really cool designs is limited.

- With the existing ship systems from the vanilla game, maneuvering thrusters is an obvious pick for cruisers and capitals for your ships. A few of them would probably shine with the ammo feeder or missile autoforge though.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on September 30, 2021, 04:49:03 AM
A few more things to keep in mind:

Don't worry I'm not completely inept, I've read through the modding guidelines and have been playing starsector for the past 4-ish years. I'll figure it out
Title: Re: [0.95a] Weftin's Ship Pack
Post by: PreConceptor on October 02, 2021, 11:10:43 AM
fyi, SCY already has an Alecto-class frigate. Could be confusing.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on October 02, 2021, 12:27:38 PM
fyi, SCY already has an Alecto-class frigate. Could be confusing.

I'll rename it in the upcoming balance patch
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on October 04, 2021, 08:03:40 AM
New update, should further address flux and OP issues in this ship pack (and the alecto has been renamed to the Daimler)
Title: Re: [0.95a] Weftin's Ship Pack
Post by: T1203 on October 04, 2021, 09:18:22 PM
there is an extra "WFT_damiler_variant.variant" that prevents the game from loading, just a heads up
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on October 05, 2021, 05:50:33 AM
there is an extra "WFT_damiler_variant.variant" that prevents the game from loading, just a heads up

Oops my bad, I've removed the file and updated the download. Thanks for letting me know.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: YuPro on October 10, 2021, 09:55:08 AM
Nice looking ships.
Didn't pilot them yet, but have one question before anything.

Maybe it's better to move capital blueprints from midline pack, which you can choose when beginning with your own faction in Nexerlin to individual blueprints (not sure about cruiser-, maybe them too)?
I believe «vanilla» packs are quite balanced as a «common technology» packs and your ships make them a little too strong.

UPD: Ok, battleship is a monster. It definitely make midline blueprint pack too strong. Also fractions that use this pack now have Churchills on the market.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: NephilimNexus on October 11, 2021, 12:16:44 PM
(https://cdn.discordapp.com/attachments/507710144256409600/891350326857306143/Alecto.png)

(https://i.redd.it/b805r0y40e551.jpg)

I knew that ship looked familiar.  I <3 ALIEN!
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Blindfire on October 14, 2021, 05:30:11 AM
New update, should further address flux and OP issues in this ship pack (and the alecto has been renamed to the Daimler)

Getting an error when trying to launch a save with your mod installed after updating it from the 0.9 version:

127153 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [WFT_alecto] not found!
java.lang.RuntimeException: Ship hull spec [WFT_alecto] not found!
    at com.fs.starfarer.loading.M.o00000(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
    at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
    at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:432)
    at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:426)
    at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:413)
    at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
    at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
    at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
    at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.I.processInput(Unknown Source)
    at com.fs.starfarer.ui.Stringsuper.super(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)

According to a user from the discord server:

"he changed the ID of the ship at the same time
which breaks save compability"

Is there any way you can maybe swap the ID back but keep the name changed?
I know that sounds dumb but I really dont wanna start a new save yet again, I was really enjoying this one  ;D Enjoying the mod BTW, thanks for the hard work!


Ive manually edited my save file with help from the discord members, so please disregard my message if you want
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on October 14, 2021, 07:43:57 AM
Ive manually edited my save file with help from the discord members, so please disregard my message if you want

First, I'm sorry that caused an issue for your game, I'll add a warning that updates may cause issues with save games

Second, there's a discord? Where can I find a discord link?
Title: Re: [0.95a] Weftin's Ship Pack
Post by: connortron7 on October 27, 2021, 05:46:15 PM
Ive manually edited my save file with help from the discord members, so please disregard my message if you want

First, I'm sorry that caused an issue for your game, I'll add a warning that updates may cause issues with save games

Second, there's a discord? Where can I find a discord link?

https://discord.gg/fJYhW2usTy idk if you got it yet but here it is

also happy to see you giving some love the the old interstellar fed ships, they where one of my fav factions back in the day
Title: Re: [0.95a] Weftin's Ship Pack
Post by: default on October 27, 2021, 09:00:53 PM
These ships look very interesting. While I have not been playing this game for long enough to recognize them from the original creator, it is always interesting to see old things brought back from the dead. Looking forward to using it whenever I get around to another playthrough.

Also, is there any particular reason you decided to name all or most of them after WW2 UK tanks?
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Oni on November 03, 2021, 06:24:59 PM
Gotta say, the Churchill is surprisingly fun to fly.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Broseph704 on November 04, 2021, 05:45:45 PM
Is there a way to get the Blueprints for these ships in-game?
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on November 08, 2021, 06:51:31 AM
Is there a way to get the Blueprints for these ships in-game?

The blueprints should appear in other midline tech blueprint packages
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Kibawan on November 13, 2021, 11:46:24 PM
First. Thank You. Your Mod is very fun, good work.

Now...

I'm having a problem with the "Deacon Class" Cruiser, every time i even hover over with the mouse i get a fatal crash.

"Here the Error"
346712 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.this.do(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.T.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$2.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.command.Oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Unknown Source)
[close]

I would be thankful for a Fix, if is just a error for me or a Update if the error affects more people. =D
Title: Re: [0.95a] Weftin's Ship Pack
Post by: RT_Neiron on November 16, 2021, 02:30:36 AM
First. Thank You. Your Mod is very fun, good work.

Now...

I'm having a problem with the "Deacon Class" Cruiser, every time i even hover over with the mouse i get a fatal crash.

"Here the Error"
346712 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.this.do(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.T.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$2.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.command.Oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Unknown Source)
[close]

I would be thankful for a Fix, if is just a error for me or a Update if the error affects more people. =D
I just change <system id> in ship_data file.  drone_pd >> drone_pd_x2   :)
Title: Re: [0.95a] Weftin's Ship Pack
Post by: RT_Neiron on November 17, 2021, 02:20:04 AM
https://fractalsoftworks.com/forum/index.php?topic=21510.msg325054#msg325054
I start game without others mods with drone_pd system and game not crush
This mod(hullsystem) conflict with Vayra's Ship Pack ( another drone_pd file)
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on November 18, 2021, 04:56:01 AM
First. Thank You. Your Mod is very fun, good work.

Now...

I'm having a problem with the "Deacon Class" Cruiser, every time i even hover over with the mouse i get a fatal crash.

"Here the Error"
346712 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [drone_pd] not found
java.lang.RuntimeException: System with id [drone_pd] not found
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.this.do(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.new.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.T.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$2.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.command.Oo0O.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Unknown Source)
[close]

I would be thankful for a Fix, if is just a error for me or a Update if the error affects more people. =D

This issue has already been addressed and fixed in a previous update, all you need to do is reinstall the mod. If you have a version that's from before October 4th the update is not save compatible but if it's from any update after that you'll be fine.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on November 18, 2021, 05:06:21 AM
Also since it has been like a month since I've said a word about this mod it's not abandoned in the slightest, I just have negative free time at the moment (and what free time I do have is taken up by poor time management). I am aiming to work and release an update for weapons OR wings at some point over the winter break at the end of the year. That's it thanks for reading and considering an install of my very first mod.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Screech9791 on December 10, 2021, 11:44:36 AM
The Rover gives way too much fuel capacity for something that only costs around 4.5k credits. Could the price be increased to balance it out (or otherwise nerf the logistics so it's no longer overpowered)?
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on December 14, 2021, 05:25:02 AM
The Rover gives way too much fuel capacity for something that only costs around 4.5k credits. Could the price be increased to balance it out (or otherwise nerf the logistics so it's no longer overpowered)?

I actually just missed a zero, fix has been released
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Neliahawk on December 15, 2021, 12:47:38 AM
The Rover gives way too much fuel capacity for something that only costs around 4.5k credits. Could the price be increased to balance it out (or otherwise nerf the logistics so it's no longer overpowered)?

I actually just missed a zero, fix has been released

now there is a "." missing, that prevents it to be enabled in the mod list :D

(https://cdn.discordapp.com/attachments/806754253262684214/920597437926748170/Screenshot_1.png)
Title: Re: [0.95a] Weftin's Ship Pack
Post by: LinWasTaken on December 15, 2021, 03:44:24 AM
dude i am LOVING the Churchill Class Battleship, even tho its not my flagship its carrying me in every big fight.
i equipped it with a [REDACTED] large anti shield and [REDACTED] large anti armor weapon, slapped on a Dedicated Targeting Core with the rest of the mounds being PD and now its shreading everything from a distance.
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Weftin on December 22, 2021, 02:15:49 PM
now there is a "." missing, that prevents it to be enabled in the mod list :D

(https://cdn.discordapp.com/attachments/806754253262684214/920597437926748170/Screenshot_1.png)

oops, fixed
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Gear on December 23, 2021, 08:48:28 AM
Hey hey, on the Covenanter, the front left weapon mount is considered a turret instead of a hardpoint and i'm guessing that's not suppose to be the case  ;D
Title: Re: [0.95a] Weftin's Ship Pack
Post by: Phoenixheart on December 27, 2021, 03:47:12 PM
The Cromwell seems way too strong for a 32 DP capital ship, is that an oversight? Generally the only capitals under 40 DP are budget capitals like the Atlas II and other under-performing ships for their class (but efficient for their pricetag)

https://i.imgur.com/Vhhl9xN.png (screenshot of stats)

*EDIT* The Churchill seems similarly overly-strong for it's 45 DP cost, with a base of 1500 flux dissipation and very heavy armor

https://i.imgur.com/zNU8Wqu.png
Title: Re: [0.95a] Weftin's Ship Pack
Post by: dgchessman2 on February 27, 2022, 02:39:33 PM
So, I thought I'd toss out a few things that I've noticed.  Part is going to mirror some of the OP comments above (with caveats), but I'm also noticing that a lot of the other ships are pretty severely underpowered.

Yes, some of the bigger ships are OP, which is to say 'Elite-tier'.  You might consider a split like many other mods where they have a Special Division that has better ships, and then the Civilian versions.

Most of the other Med, and especially Small ships seem to lack flux dissipation and capacity.  While I haven't crunched the numbers, I keep comparing these ships to other more established Modded fleets (Imperium, Apex, Dissault, Diable, to name a few) and sadly, I keep passing them up over and over again.  That doesn't mean they suck, it just means that in that class there seems to ALWAYS be several ships that shine more.

SO!  ^__^  I have a suggestion!
Make really good merchant ships.

Just gonna spitball a few ideas out here -
Is there a way to make rearward-facing shields?  'Cause a merchant ship that can keep its speed and have rearward facing guns/shields would be powerful AND generally useless at offense.
Is there a way to make, create, forge, or otherwise increase the staying power of fleets abroad?  I've seen a few crude mods, and LOTS of flavor text talking about it, but little in the way of actual gameplay.
Consider some S-Mods if necessary
Split your Civilian versions (most of which are just fine) and consider a full faction?  The Merchant Marine, Gray Market, or otherwise semi-professional army doesn't feel like it's been done, or done very well.  Dockworkers Union, or whatever.  Sturdy tankers, fast speeds, purely defensive for the Civ aspect, and (almost) purely protective for the Military half.

A lot of this you've already done!  Which is awesome.  But it feels like a partially-implemented idea.
I hope you'll keep working on it, and evolving the concept.

Find a niche, and expand into it!
Title: Re: [0.95a] Weftin's Ship Pack
Post by: dreksars on February 28, 2022, 07:49:46 AM
Do you mind if I translate this mod, and upload it to Chinese Starsector forum?